1527 lines
45 KiB
JavaScript
1527 lines
45 KiB
JavaScript
import { DIRECTIONS } from './defs.js';
|
|
import { random_choice } from './util.js';
|
|
|
|
// Draw layers
|
|
const LAYER_TERRAIN = 0;
|
|
const LAYER_ITEM = 1;
|
|
const LAYER_NO_SIGN = 2;
|
|
const LAYER_ACTOR = 3;
|
|
const LAYER_OVERLAY = 4;
|
|
// TODO cc2 order is: swivel, thinwalls, canopy (and yes you can have them all in the same tile)
|
|
|
|
function player_visual_state(me) {
|
|
if (! me) {
|
|
return 'normal';
|
|
}
|
|
|
|
if (me.fail_reason === 'drowned') {
|
|
return 'drowned';
|
|
}
|
|
else if (me.fail_reason === 'burned') {
|
|
return 'burned';
|
|
}
|
|
else if (me.fail_reason === 'exploded') {
|
|
return 'exploded';
|
|
}
|
|
else if (me.fail_reason) {
|
|
return 'failed';
|
|
}
|
|
else if (me.cell && (me.previous_cell || me.cell).some(t => t.type.name === 'water')) {
|
|
// CC2 shows a swimming pose while still in water, or moving away from water
|
|
return 'swimming';
|
|
}
|
|
else if (me.slide_mode === 'ice') {
|
|
return 'skating';
|
|
}
|
|
else if (me.slide_mode === 'force') {
|
|
return 'forced';
|
|
}
|
|
else if (me.is_blocked) {
|
|
return 'blocked';
|
|
}
|
|
else if (me.is_pushing) {
|
|
return 'pushing';
|
|
}
|
|
else if (me.animation_speed) {
|
|
return 'moving';
|
|
}
|
|
else {
|
|
return 'normal';
|
|
}
|
|
}
|
|
|
|
const TILE_TYPES = {
|
|
// Floors and walls
|
|
floor: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
},
|
|
floor_letter: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
},
|
|
floor_custom_green: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
},
|
|
floor_custom_pink: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
},
|
|
floor_custom_yellow: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
},
|
|
floor_custom_blue: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
},
|
|
wall: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
blocks_all: true,
|
|
},
|
|
wall_custom_green: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
blocks_all: true,
|
|
},
|
|
wall_custom_pink: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
blocks_all: true,
|
|
},
|
|
wall_custom_yellow: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
blocks_all: true,
|
|
},
|
|
wall_custom_blue: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
blocks_all: true,
|
|
},
|
|
wall_invisible: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
// FIXME cc2 seems to make these flicker briefly
|
|
blocks_all: true,
|
|
},
|
|
wall_appearing: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
blocks_all: true,
|
|
on_bump(me, level, other) {
|
|
if (other.type.can_reveal_walls) {
|
|
level.transmute_tile(me, 'wall');
|
|
}
|
|
},
|
|
},
|
|
popwall: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
blocks_monsters: true,
|
|
blocks_blocks: true,
|
|
on_ready(me, level) {
|
|
if (level.compat.auto_convert_ccl_popwalls &&
|
|
me.cell.some(tile => tile.type.is_actor))
|
|
{
|
|
// Fix blocks and other actors on top of popwalls by turning them into double
|
|
// popwalls, which preserves CC2 popwall behavior
|
|
me.type = TILE_TYPES['popwall2'];
|
|
}
|
|
},
|
|
on_depart(me, level, other) {
|
|
level.transmute_tile(me, 'wall');
|
|
},
|
|
},
|
|
// LL specific tile that can only be stepped on /twice/, originally used to repair differences
|
|
// with popwall behavior between Lynx and Steam
|
|
popwall2: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
blocks_monsters: true,
|
|
blocks_blocks: true,
|
|
on_depart(me, level, other) {
|
|
level.transmute_tile(me, 'popwall');
|
|
},
|
|
},
|
|
// FIXME in a cc1 tileset, these tiles are opaque >:S
|
|
thinwall_n: {
|
|
draw_layer: LAYER_OVERLAY,
|
|
thin_walls: new Set(['north']),
|
|
},
|
|
thinwall_s: {
|
|
draw_layer: LAYER_OVERLAY,
|
|
thin_walls: new Set(['south']),
|
|
},
|
|
thinwall_e: {
|
|
draw_layer: LAYER_OVERLAY,
|
|
thin_walls: new Set(['east']),
|
|
},
|
|
thinwall_w: {
|
|
draw_layer: LAYER_OVERLAY,
|
|
thin_walls: new Set(['west']),
|
|
},
|
|
thinwall_se: {
|
|
draw_layer: LAYER_OVERLAY,
|
|
thin_walls: new Set(['south', 'east']),
|
|
},
|
|
fake_wall: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
blocks_all: true,
|
|
on_ready(me, level) {
|
|
if (level.compat.auto_convert_ccl_blue_walls &&
|
|
me.cell.some(tile => tile.type.is_actor))
|
|
{
|
|
// Blocks can be pushed off of blue walls in TW Lynx, which only works due to a tiny
|
|
// quirk of the engine that I don't want to replicate, so replace them with popwalls
|
|
me.type = TILE_TYPES['popwall'];
|
|
}
|
|
},
|
|
on_bump(me, level, other) {
|
|
if (other.type.can_reveal_walls) {
|
|
level.transmute_tile(me, 'wall');
|
|
}
|
|
},
|
|
},
|
|
fake_floor: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
blocks_monsters: true,
|
|
blocks_blocks: true,
|
|
on_bump(me, level, other) {
|
|
if (other.type.can_reveal_walls) {
|
|
level.transmute_tile(me, 'floor');
|
|
}
|
|
},
|
|
},
|
|
popdown_wall: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
blocks_all: true,
|
|
},
|
|
popdown_floor: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
blocks_blocks: true,
|
|
// FIXME should be on_approach
|
|
on_arrive(me, level, other) {
|
|
// FIXME could probably do this with state? or, eh
|
|
level.transmute_tile(me, 'popdown_floor_visible');
|
|
},
|
|
},
|
|
popdown_floor_visible: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
blocks_blocks: true,
|
|
on_depart(me, level, other) {
|
|
// FIXME possibly changes back too fast, not even visible for a tic for me (much like stepping on a button oops)
|
|
level.transmute_tile(me, 'popdown_floor');
|
|
},
|
|
},
|
|
// TODO these also block the corresponding mirror actors
|
|
no_player1_sign: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
blocks(me, level, other) {
|
|
return (other.type.name === 'player');
|
|
},
|
|
},
|
|
no_player2_sign: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
blocks(me, level, other) {
|
|
return (other.type.name === 'player2');
|
|
},
|
|
},
|
|
steel: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
blocks_all: true,
|
|
},
|
|
canopy: {
|
|
draw_layer: LAYER_OVERLAY,
|
|
},
|
|
|
|
// Swivel doors
|
|
swivel_floor: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
},
|
|
swivel_ne: {
|
|
draw_layer: LAYER_OVERLAY,
|
|
thin_walls: new Set(['north', 'east']),
|
|
is_swivel: true,
|
|
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');
|
|
}
|
|
},
|
|
},
|
|
swivel_se: {
|
|
draw_layer: LAYER_OVERLAY,
|
|
thin_walls: new Set(['south', 'east']),
|
|
is_swivel: true,
|
|
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');
|
|
}
|
|
},
|
|
},
|
|
swivel_sw: {
|
|
draw_layer: LAYER_OVERLAY,
|
|
thin_walls: new Set(['south', 'west']),
|
|
is_swivel: true,
|
|
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');
|
|
}
|
|
},
|
|
},
|
|
swivel_nw: {
|
|
draw_layer: LAYER_OVERLAY,
|
|
thin_walls: new Set(['north', 'west']),
|
|
is_swivel: true,
|
|
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');
|
|
}
|
|
},
|
|
},
|
|
|
|
// Railroad
|
|
railroad: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
// TODO a lot!!
|
|
},
|
|
|
|
// Locked doors
|
|
door_red: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
blocks(me, level, other) {
|
|
// TODO not quite sure if this one is right; there are complex interactions with monsters, e.g. most monsters can eat blue keys but can't actually use them
|
|
return ! (other.type.has_inventory && other.has_item('key_red'));
|
|
},
|
|
on_arrive(me, level, other) {
|
|
if (level.take_key_from_actor(other, 'key_red')) {
|
|
level.sfx.play_once('door', me.cell);
|
|
level.transmute_tile(me, 'floor');
|
|
}
|
|
},
|
|
},
|
|
door_blue: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
blocks(me, level, other) {
|
|
return ! (other.type.has_inventory && other.has_item('key_blue'));
|
|
},
|
|
on_arrive(me, level, other) {
|
|
if (level.take_key_from_actor(other, 'key_blue')) {
|
|
level.sfx.play_once('door', me.cell);
|
|
level.transmute_tile(me, 'floor');
|
|
}
|
|
},
|
|
},
|
|
door_yellow: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
blocks(me, level, other) {
|
|
return ! (other.type.has_inventory && other.has_item('key_yellow'));
|
|
},
|
|
on_arrive(me, level, other) {
|
|
if (level.take_key_from_actor(other, 'key_yellow')) {
|
|
level.sfx.play_once('door', me.cell);
|
|
level.transmute_tile(me, 'floor');
|
|
}
|
|
},
|
|
},
|
|
door_green: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
blocks(me, level, other) {
|
|
return ! (other.type.has_inventory && other.has_item('key_green'));
|
|
},
|
|
on_arrive(me, level, other) {
|
|
if (level.take_key_from_actor(other, 'key_green')) {
|
|
level.sfx.play_once('door', me.cell);
|
|
level.transmute_tile(me, 'floor');
|
|
}
|
|
},
|
|
},
|
|
|
|
// Terrain
|
|
dirt: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
blocks_monsters: true,
|
|
blocks_blocks: true,
|
|
blocks(me, level, other) {
|
|
return (other.type.name === 'player2' && ! other.has_item('hiking_boots'));
|
|
},
|
|
on_arrive(me, level, other) {
|
|
level.transmute_tile(me, 'floor');
|
|
},
|
|
},
|
|
gravel: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
blocks_monsters: true,
|
|
blocks(me, level, other) {
|
|
return (other.type.name === 'player2' && ! other.has_item('hiking_boots'));
|
|
},
|
|
},
|
|
|
|
// Hazards
|
|
fire: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
blocks(me, level, other) {
|
|
return (other.type.is_monster && other.type.name !== 'fireball');
|
|
},
|
|
on_arrive(me, level, other) {
|
|
if (other.type.name === 'ice_block') {
|
|
level.remove_tile(other);
|
|
level.transmute_tile(me, 'water');
|
|
}
|
|
else if (other.type.is_player) {
|
|
level.fail('burned');
|
|
}
|
|
else {
|
|
level.remove_tile(other);
|
|
}
|
|
},
|
|
},
|
|
water: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
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 === 'ice_block') {
|
|
level.transmute_tile(other, 'splash');
|
|
level.transmute_tile(me, 'ice');
|
|
}
|
|
else if (other.type.is_player) {
|
|
level.fail('drowned');
|
|
}
|
|
else {
|
|
level.transmute_tile(other, 'splash');
|
|
}
|
|
},
|
|
},
|
|
turtle: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
on_depart(me, level, other) {
|
|
level.transmute_tile(me, 'water');
|
|
// TODO feels like we should spawn water underneath us, then transmute ourselves into the splash?
|
|
level.spawn_animation(me.cell, 'splash');
|
|
},
|
|
},
|
|
ice: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
slide_mode: 'ice',
|
|
},
|
|
ice_sw: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
thin_walls: new Set(['south', 'west']),
|
|
slide_mode: 'ice',
|
|
on_arrive(me, level, other) {
|
|
if (other.direction === 'south') {
|
|
level.set_actor_direction(other, 'east');
|
|
}
|
|
else {
|
|
level.set_actor_direction(other, 'north');
|
|
}
|
|
},
|
|
},
|
|
ice_nw: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
thin_walls: new Set(['north', 'west']),
|
|
slide_mode: 'ice',
|
|
on_arrive(me, level, other) {
|
|
if (other.direction === 'north') {
|
|
level.set_actor_direction(other, 'east');
|
|
}
|
|
else {
|
|
level.set_actor_direction(other, 'south');
|
|
}
|
|
},
|
|
},
|
|
ice_ne: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
thin_walls: new Set(['north', 'east']),
|
|
slide_mode: 'ice',
|
|
on_arrive(me, level, other) {
|
|
if (other.direction === 'north') {
|
|
level.set_actor_direction(other, 'west');
|
|
}
|
|
else {
|
|
level.set_actor_direction(other, 'south');
|
|
}
|
|
},
|
|
},
|
|
ice_se: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
thin_walls: new Set(['south', 'east']),
|
|
slide_mode: 'ice',
|
|
on_arrive(me, level, other) {
|
|
if (other.direction === 'south') {
|
|
level.set_actor_direction(other, 'west');
|
|
}
|
|
else {
|
|
level.set_actor_direction(other, 'north');
|
|
}
|
|
},
|
|
},
|
|
force_floor_n: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
slide_mode: 'force',
|
|
on_arrive(me, level, other) {
|
|
level.set_actor_direction(other, 'north');
|
|
},
|
|
},
|
|
force_floor_e: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
slide_mode: 'force',
|
|
on_arrive(me, level, other) {
|
|
level.set_actor_direction(other, 'east');
|
|
},
|
|
},
|
|
force_floor_s: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
slide_mode: 'force',
|
|
on_arrive(me, level, other) {
|
|
level.set_actor_direction(other, 'south');
|
|
},
|
|
},
|
|
force_floor_w: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
slide_mode: 'force',
|
|
on_arrive(me, level, other) {
|
|
level.set_actor_direction(other, 'west');
|
|
},
|
|
},
|
|
force_floor_all: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
slide_mode: 'force',
|
|
// TODO ms: this is random, and an acting wall to monsters (!)
|
|
// TODO lynx/cc2 check this at decision time, which may affect ordering
|
|
on_arrive(me, level, other) {
|
|
level.set_actor_direction(other, level.get_force_floor_direction());
|
|
},
|
|
},
|
|
slime: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
// FIXME kills everything except ghosts, blobs, blocks
|
|
// FIXME blobs spread slime onto floor tiles, even destroying wiring
|
|
on_arrive(me, level, other) {
|
|
if (other.type.name === 'dirt_block' || other.type.name === 'ice_block') {
|
|
level.transmute_tile(me, 'floor');
|
|
}
|
|
},
|
|
},
|
|
bomb: {
|
|
draw_layer: LAYER_ITEM,
|
|
on_arrive(me, level, other) {
|
|
level.remove_tile(me);
|
|
if (other.type.is_player) {
|
|
level.fail('exploded');
|
|
}
|
|
else {
|
|
level.sfx.play_once('bomb', me.cell);
|
|
level.transmute_tile(other, 'explosion');
|
|
}
|
|
},
|
|
},
|
|
thief_tools: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
blocks_monsters: true,
|
|
blocks_blocks: true,
|
|
on_arrive(me, level, other) {
|
|
level.sfx.play_once('thief', me.cell);
|
|
level.take_all_tools_from_actor(other);
|
|
if (other.type.is_player) {
|
|
level.adjust_bonus(0, 0.5);
|
|
}
|
|
},
|
|
},
|
|
thief_keys: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
blocks_monsters: true,
|
|
blocks_blocks: true,
|
|
on_arrive(me, level, other) {
|
|
level.sfx.play_once('thief', me.cell);
|
|
level.take_all_keys_from_actor(other);
|
|
if (other.type.is_player) {
|
|
level.adjust_bonus(0, 0.5);
|
|
}
|
|
},
|
|
},
|
|
no_sign: {
|
|
draw_layer: LAYER_NO_SIGN,
|
|
disables_pickup: true,
|
|
blocks(me, level, other) {
|
|
let item;
|
|
for (let tile of me.cell) {
|
|
if (tile.type.is_item) {
|
|
item = tile.type.name;
|
|
break;
|
|
}
|
|
}
|
|
return item && other.has_item(item);
|
|
},
|
|
},
|
|
|
|
// Mechanisms
|
|
dirt_block: {
|
|
draw_layer: LAYER_ACTOR,
|
|
blocks_all: true,
|
|
is_actor: true,
|
|
is_block: true,
|
|
ignores: new Set(['fire']),
|
|
movement_speed: 4,
|
|
},
|
|
ice_block: {
|
|
draw_layer: LAYER_ACTOR,
|
|
blocks_all: true,
|
|
is_actor: true,
|
|
is_block: true,
|
|
can_reveal_walls: true,
|
|
movement_speed: 4,
|
|
pushes: {
|
|
ice_block: true,
|
|
directional_block: true,
|
|
},
|
|
},
|
|
directional_block: {
|
|
// TODO directional, obviously
|
|
// TODO floor in water
|
|
// TODO destroyed in fire, flame jet, slime
|
|
// TODO rotate on train tracks
|
|
draw_layer: LAYER_ACTOR,
|
|
blocks_all: true,
|
|
is_actor: true,
|
|
is_block: true,
|
|
can_reveal_walls: true,
|
|
ignores: new Set(['fire']),
|
|
movement_speed: 4,
|
|
pushes: {
|
|
dirt_block: true,
|
|
ice_block: true,
|
|
directional_block: true,
|
|
},
|
|
},
|
|
green_floor: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
on_gray_button(me, level) {
|
|
level.transmute_tile(me, 'green_wall');
|
|
},
|
|
},
|
|
green_wall: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
blocks_all: true,
|
|
on_gray_button(me, level) {
|
|
level.transmute_tile(me, 'green_floor');
|
|
},
|
|
},
|
|
green_chip: {
|
|
draw_layer: LAYER_ITEM,
|
|
is_chip: true,
|
|
is_required_chip: true,
|
|
blocks_monsters: true,
|
|
blocks_blocks: true,
|
|
on_arrive(me, level, other) {
|
|
if (other.type.is_player) {
|
|
level.collect_chip();
|
|
level.remove_tile(me);
|
|
}
|
|
},
|
|
// Not affected by gray buttons
|
|
},
|
|
green_bomb: {
|
|
draw_layer: LAYER_ITEM,
|
|
is_required_chip: true,
|
|
on_arrive(me, level, other) {
|
|
level.remove_tile(me);
|
|
if (other.type.is_player) {
|
|
level.fail('exploded');
|
|
}
|
|
else {
|
|
level.sfx.play_once('bomb', me.cell);
|
|
level.transmute_tile(other, 'explosion');
|
|
}
|
|
},
|
|
// Not affected by gray buttons
|
|
},
|
|
purple_floor: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
on_gray_button(me, level) {
|
|
level.transmute_tile(me, 'purple_wall');
|
|
},
|
|
on_power(me, level) {
|
|
me.type.on_gray_button(me, level);
|
|
},
|
|
on_depower(me, level) {
|
|
me.type.on_gray_button(me, level);
|
|
},
|
|
},
|
|
purple_wall: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
blocks_all: true,
|
|
on_gray_button(me, level) {
|
|
level.transmute_tile(me, 'purple_floor');
|
|
},
|
|
on_power(me, level) {
|
|
me.type.on_gray_button(me, level);
|
|
},
|
|
on_depower(me, level) {
|
|
me.type.on_gray_button(me, level);
|
|
},
|
|
},
|
|
cloner: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
// TODO not the case for an empty one in cc2, apparently
|
|
blocks_all: true,
|
|
activate(me, level) {
|
|
let cell = me.cell;
|
|
// Copy, so we don't end up repeatedly cloning the same object
|
|
for (let tile of Array.from(cell)) {
|
|
if (tile !== me && tile.type.is_actor) {
|
|
// Copy this stuff in case the movement changes it
|
|
let type = tile.type;
|
|
let direction = tile.direction;
|
|
|
|
// Unstick and try to move the actor; if it's blocked,
|
|
// abort the clone
|
|
level.set_actor_stuck(tile, false);
|
|
if (level.attempt_step(tile, direction)) {
|
|
level.add_actor(tile);
|
|
// FIXME add this underneath, just above the cloner
|
|
let new_tile = new tile.constructor(type, direction);
|
|
level.add_tile(new_tile, cell);
|
|
level.set_actor_stuck(new_tile, true);
|
|
}
|
|
else {
|
|
level.set_actor_stuck(tile, true);
|
|
}
|
|
}
|
|
}
|
|
},
|
|
// Also clones on rising pulse or gray button
|
|
on_power(me, level) {
|
|
me.type.activate(me, level);
|
|
},
|
|
on_gray_button(me, level) {
|
|
me.type.activate(me, level);
|
|
},
|
|
},
|
|
trap: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
on_ready(me, level) {
|
|
// Trap any actor standing on us, unless we already know we're pressed
|
|
if (me.presses)
|
|
return;
|
|
|
|
for (let tile of me.cell) {
|
|
if (tile.type.is_actor) {
|
|
tile.stuck = true;
|
|
}
|
|
}
|
|
},
|
|
add_press_ready(me, level, other) {
|
|
// Same as below, but without using the undo stack or ejection
|
|
me.presses = (me.presses ?? 0) + 1;
|
|
if (me.presses === 1) {
|
|
for (let tile of me.cell) {
|
|
if (tile.type.is_actor) {
|
|
tile.stuck = false;
|
|
}
|
|
}
|
|
}
|
|
},
|
|
on_arrive(me, level, other) {
|
|
if (me.presses) {
|
|
// Lynx: Traps immediately eject their contents, if possible
|
|
// TODO compat this, cc2 doens't do it!
|
|
//level.attempt_step(other, other.direction);
|
|
}
|
|
else {
|
|
level.set_actor_stuck(other, true);
|
|
}
|
|
},
|
|
add_press(me, level) {
|
|
level._set_prop(me, 'presses', (me.presses ?? 0) + 1);
|
|
if (me.presses === 1) {
|
|
// Free everything on us, if we went from 0 to 1 presses (i.e. closed to open)
|
|
for (let tile of Array.from(me.cell)) {
|
|
if (tile.type.is_actor) {
|
|
level.set_actor_stuck(tile, false);
|
|
// Forcibly move anything released from a trap, to keep it in sync with
|
|
// whatever pushed the button
|
|
level.attempt_step(tile, tile.direction);
|
|
}
|
|
}
|
|
}
|
|
},
|
|
remove_press(me, level) {
|
|
level._set_prop(me, 'presses', me.presses - 1);
|
|
if (me.presses === 0) {
|
|
// Trap everything on us, if we went from 1 to 0 presses (i.e. open to closed)
|
|
for (let tile of me.cell) {
|
|
if (tile.type.is_actor) {
|
|
level.set_actor_stuck(tile, true);
|
|
}
|
|
}
|
|
}
|
|
},
|
|
on_power(me, level) {
|
|
// Treat being powered or not as an extra kind of brown button press
|
|
me.type.add_press(me, level);
|
|
console.log("powering UP", me.presses);
|
|
},
|
|
on_depower(me, level) {
|
|
me.type.remove_press(me, level);
|
|
console.log("powering down...", me.presses);
|
|
},
|
|
visual_state(me) {
|
|
if (me && me.presses) {
|
|
return 'open';
|
|
}
|
|
else {
|
|
return 'closed';
|
|
}
|
|
},
|
|
},
|
|
transmogrifier: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
_mogrifications: {
|
|
player: 'player2',
|
|
player2: 'player',
|
|
// TODO mirror players too
|
|
|
|
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',
|
|
|
|
// TODO teeth, timid teeth
|
|
},
|
|
_blob_mogrifications: ['ball', 'walker', 'fireball', 'glider', 'paramecium', 'bug', 'tank_blue', 'teeth', /* TODO 'timid_teeth' */ ],
|
|
// TODO can be wired, in which case only works when powered; other minor concerns, see wiki
|
|
on_arrive(me, level, other) {
|
|
let name = other.type.name;
|
|
if (me.type._mogrifications[name]) {
|
|
level.transmute_tile(other, me.type._mogrifications[name]);
|
|
}
|
|
else if (name === 'blob') {
|
|
// TODO how is this randomness determined? important for replays!
|
|
let options = me.type._blob_mogrifications;
|
|
level.transmute_tile(other, options[Math.floor(Math.random() * options.length)]);
|
|
}
|
|
},
|
|
},
|
|
teleport_blue: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
teleport_dest_order(me, level) {
|
|
return level.iter_tiles_in_reading_order(me.cell, 'teleport_blue', true);
|
|
},
|
|
},
|
|
teleport_red: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
teleport_dest_order(me, level) {
|
|
// FIXME you can control your exit direction from red teleporters
|
|
return level.iter_tiles_in_reading_order(me.cell, 'teleport_red');
|
|
},
|
|
},
|
|
teleport_green: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
teleport_dest_order(me, level) {
|
|
// FIXME exit direction is random; unclear if it's any direction or only unblocked ones
|
|
let all = Array.from(level.iter_tiles_in_reading_order(me.cell, 'teleport_green'));
|
|
// FIXME this should use the lynxish rng
|
|
return [random_choice(all), me];
|
|
},
|
|
},
|
|
teleport_yellow: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
teleport_dest_order(me, level) {
|
|
// FIXME special pickup behavior; NOT an item though, does not combine with no sign
|
|
return level.iter_tiles_in_reading_order(me.cell, 'teleport_yellow', true);
|
|
},
|
|
},
|
|
flame_jet_off: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
activate(me, level) {
|
|
level.transmute_tile(me, 'flame_jet_on');
|
|
},
|
|
on_gray_button(me, level) {
|
|
me.type.activate(me, level);
|
|
},
|
|
on_power(me, level) {
|
|
me.type.activate(me, level);
|
|
},
|
|
},
|
|
flame_jet_on: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
// FIXME every tic, kills every actor in the cell
|
|
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);
|
|
},
|
|
},
|
|
// Buttons
|
|
button_blue: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
on_arrive(me, level, other) {
|
|
level.sfx.play_once('button-press', me.cell);
|
|
|
|
// Flip direction of all blue tanks
|
|
for (let actor of level.actors) {
|
|
// TODO generify somehow??
|
|
if (actor.type.name === 'tank_blue') {
|
|
level._set_prop(actor, 'pending_reverse', ! actor.pending_reverse);
|
|
}
|
|
}
|
|
},
|
|
on_depart(me, level, other) {
|
|
level.sfx.play_once('button-release', me.cell);
|
|
},
|
|
},
|
|
button_yellow: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
on_arrive(me, level, other) {
|
|
level.sfx.play_once('button-press', me.cell);
|
|
|
|
// Move all yellow tanks one tile in the direction of the pressing actor
|
|
for (let i = level.actors.length - 1; i >= 0; i--) {
|
|
let actor = level.actors[i];
|
|
// TODO generify somehow??
|
|
if (actor.type.name === 'tank_yellow') {
|
|
level.attempt_step(actor, other.direction);
|
|
}
|
|
}
|
|
},
|
|
on_depart(me, level, other) {
|
|
level.sfx.play_once('button-release', me.cell);
|
|
},
|
|
},
|
|
button_green: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
on_arrive(me, level, other) {
|
|
level.sfx.play_once('button-press', me.cell);
|
|
|
|
// Swap green floors and walls
|
|
// TODO could probably make this more compact for undo purposes
|
|
for (let row of level.cells) {
|
|
for (let cell of row) {
|
|
for (let tile of cell) {
|
|
if (tile.type.name === 'green_floor') {
|
|
level.transmute_tile(tile, 'green_wall');
|
|
}
|
|
else if (tile.type.name === 'green_wall') {
|
|
level.transmute_tile(tile, 'green_floor');
|
|
}
|
|
else if (tile.type.name === 'green_chip') {
|
|
level.transmute_tile(tile, 'green_bomb');
|
|
}
|
|
else if (tile.type.name === 'green_bomb') {
|
|
level.transmute_tile(tile, 'green_chip');
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
on_depart(me, level, other) {
|
|
level.sfx.play_once('button-release', me.cell);
|
|
},
|
|
},
|
|
button_brown: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
connects_to: 'trap',
|
|
connect_order: 'forward',
|
|
on_ready(me, level) {
|
|
// Inform the trap of any actors that start out holding us down
|
|
let trap = me.connection;
|
|
if (! (trap && trap.cell))
|
|
return;
|
|
|
|
for (let tile of me.cell) {
|
|
if (tile.type.is_actor) {
|
|
trap.type.add_press_ready(trap, level);
|
|
}
|
|
}
|
|
},
|
|
on_arrive(me, level, other) {
|
|
level.sfx.play_once('button-press', me.cell);
|
|
|
|
let trap = me.connection;
|
|
if (trap && trap.cell) {
|
|
trap.type.add_press(trap, level);
|
|
}
|
|
},
|
|
on_depart(me, level, other) {
|
|
level.sfx.play_once('button-release', me.cell);
|
|
|
|
let trap = me.connection;
|
|
if (trap && trap.cell) {
|
|
trap.type.remove_press(trap, level);
|
|
}
|
|
},
|
|
},
|
|
button_red: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
connects_to: 'cloner',
|
|
connect_order: 'forward',
|
|
on_arrive(me, level, other) {
|
|
level.sfx.play_once('button-press', me.cell);
|
|
|
|
let cloner = me.connection;
|
|
if (cloner && cloner.cell) {
|
|
cloner.type.activate(cloner, level);
|
|
}
|
|
},
|
|
on_depart(me, level, other) {
|
|
level.sfx.play_once('button-release', me.cell);
|
|
},
|
|
},
|
|
button_orange: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
// FIXME toggles flame jets, connected somehow, ???
|
|
},
|
|
button_pink: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
is_emitting(me, level) {
|
|
// We emit current as long as there's an actor on us
|
|
return me.cell.some(tile => tile.type.is_actor);
|
|
},
|
|
on_arrive(me, level, other) {
|
|
level.sfx.play_once('button-press', me.cell);
|
|
},
|
|
on_depart(me, level, other) {
|
|
level.sfx.play_once('button-release', me.cell);
|
|
},
|
|
},
|
|
button_black: {
|
|
// TODO not implemented
|
|
draw_layer: LAYER_TERRAIN,
|
|
},
|
|
button_gray: {
|
|
// TODO only partially implemented
|
|
draw_layer: LAYER_TERRAIN,
|
|
on_arrive(me, level, other) {
|
|
level.sfx.play_once('button-press', me.cell);
|
|
|
|
for (let x = Math.max(0, me.cell.x - 2); x <= Math.min(level.width - 1, me.cell.x + 2); x++) {
|
|
for (let y = Math.max(0, me.cell.y - 2); y <= Math.min(level.height - 1, me.cell.y + 2); y++) {
|
|
let cell = level.cells[y][x];
|
|
// TODO wait is this right
|
|
if (cell === me.cell)
|
|
continue;
|
|
|
|
for (let tile of cell) {
|
|
if (tile.type.on_gray_button) {
|
|
tile.type.on_gray_button(tile, level);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
on_depart(me, level, other) {
|
|
level.sfx.play_once('button-release', me.cell);
|
|
},
|
|
},
|
|
|
|
// Time alteration
|
|
stopwatch_bonus: {
|
|
draw_layer: LAYER_ITEM,
|
|
blocks_monsters: true,
|
|
blocks_blocks: true,
|
|
on_arrive(me, level, other) {
|
|
if (other.type.is_player) {
|
|
level.remove_tile(me);
|
|
level.adjust_timer(+10);
|
|
}
|
|
},
|
|
},
|
|
stopwatch_penalty: {
|
|
draw_layer: LAYER_ITEM,
|
|
blocks_monsters: true,
|
|
blocks_blocks: true,
|
|
on_arrive(me, level, other) {
|
|
if (other.type.is_player) {
|
|
level.remove_tile(me);
|
|
level.adjust_timer(-10);
|
|
}
|
|
},
|
|
},
|
|
stopwatch_toggle: {
|
|
draw_layer: LAYER_ITEM,
|
|
blocks_monsters: true,
|
|
blocks_blocks: true,
|
|
on_arrive(me, level, other) {
|
|
if (other.type.is_player) {
|
|
level.pause_timer();
|
|
}
|
|
},
|
|
},
|
|
|
|
// Critters
|
|
bug: {
|
|
draw_layer: LAYER_ACTOR,
|
|
is_actor: true,
|
|
is_monster: true,
|
|
blocks_monsters: true,
|
|
blocks_blocks: true,
|
|
movement_mode: 'follow-left',
|
|
movement_speed: 4,
|
|
},
|
|
paramecium: {
|
|
draw_layer: LAYER_ACTOR,
|
|
is_actor: true,
|
|
is_monster: true,
|
|
blocks_monsters: true,
|
|
blocks_blocks: true,
|
|
movement_mode: 'follow-right',
|
|
movement_speed: 4,
|
|
},
|
|
ball: {
|
|
draw_layer: LAYER_ACTOR,
|
|
is_actor: true,
|
|
is_monster: true,
|
|
blocks_monsters: true,
|
|
blocks_blocks: true,
|
|
movement_mode: 'bounce',
|
|
movement_speed: 4,
|
|
},
|
|
walker: {
|
|
draw_layer: LAYER_ACTOR,
|
|
is_actor: true,
|
|
is_monster: true,
|
|
blocks_monsters: true,
|
|
blocks_blocks: true,
|
|
movement_mode: 'bounce-random',
|
|
movement_speed: 4,
|
|
},
|
|
tank_blue: {
|
|
draw_layer: LAYER_ACTOR,
|
|
is_actor: true,
|
|
is_monster: true,
|
|
blocks_monsters: true,
|
|
blocks_blocks: true,
|
|
movement_mode: 'forward',
|
|
movement_speed: 4,
|
|
},
|
|
tank_yellow: {
|
|
draw_layer: LAYER_ACTOR,
|
|
is_actor: true,
|
|
is_monster: true,
|
|
blocks_monsters: true,
|
|
blocks_blocks: true,
|
|
pushes: {
|
|
dirt_block: true,
|
|
ice_block: true,
|
|
directional_block: true,
|
|
},
|
|
movement_speed: 4,
|
|
},
|
|
blob: {
|
|
draw_layer: LAYER_ACTOR,
|
|
is_actor: true,
|
|
is_monster: true,
|
|
blocks_monsters: true,
|
|
blocks_blocks: true,
|
|
movement_mode: 'random',
|
|
movement_speed: 8,
|
|
},
|
|
teeth: {
|
|
draw_layer: LAYER_ACTOR,
|
|
is_actor: true,
|
|
is_monster: true,
|
|
blocks_monsters: true,
|
|
blocks_blocks: true,
|
|
movement_mode: 'pursue',
|
|
movement_speed: 4,
|
|
uses_teeth_hesitation: true,
|
|
},
|
|
fireball: {
|
|
draw_layer: LAYER_ACTOR,
|
|
is_actor: true,
|
|
is_monster: true,
|
|
blocks_monsters: true,
|
|
blocks_blocks: true,
|
|
movement_mode: 'turn-right',
|
|
movement_speed: 4,
|
|
ignores: new Set(['fire']),
|
|
},
|
|
glider: {
|
|
draw_layer: LAYER_ACTOR,
|
|
is_actor: true,
|
|
is_monster: true,
|
|
blocks_monsters: true,
|
|
blocks_blocks: true,
|
|
movement_mode: 'turn-left',
|
|
movement_speed: 4,
|
|
ignores: new Set(['water']),
|
|
},
|
|
ghost: {
|
|
draw_layer: LAYER_ACTOR,
|
|
is_actor: true,
|
|
is_monster: true,
|
|
blocks_monsters: true,
|
|
blocks_blocks: true,
|
|
movement_mode: 'turn-right',
|
|
movement_speed: 4,
|
|
// TODO ignores /most/ walls. collision is basically completely different. has a regular inventory, except red key. good grief
|
|
},
|
|
floor_mimic: {
|
|
draw_layer: LAYER_ACTOR,
|
|
is_actor: true,
|
|
is_monster: true,
|
|
blocks_monsters: true,
|
|
blocks_blocks: true,
|
|
// TODO not like teeth; always pursues
|
|
// TODO takes 3 turns off!
|
|
movement_mode: 'pursue',
|
|
movement_speed: 4,
|
|
},
|
|
rover: {
|
|
// TODO this guy is a nightmare
|
|
// TODO pushes blocks apparently??
|
|
draw_layer: LAYER_ACTOR,
|
|
is_actor: true,
|
|
is_monster: true,
|
|
blocks_monsters: true,
|
|
blocks_blocks: true,
|
|
can_reveal_walls: true,
|
|
movement_mode: 'random',
|
|
movement_speed: 4,
|
|
},
|
|
|
|
// Keys, whose behavior varies
|
|
key_red: {
|
|
// TODO Red key can ONLY be picked up by players (and doppelgangers), no other actor that
|
|
// has an inventory
|
|
draw_layer: LAYER_ITEM,
|
|
is_item: true,
|
|
is_key: true,
|
|
},
|
|
key_blue: {
|
|
// Blue key is picked up by dirt blocks and all monsters, including those that don't have an
|
|
// inventory normally
|
|
draw_layer: LAYER_ITEM,
|
|
is_item: true,
|
|
is_key: true,
|
|
on_arrive(me, level, other) {
|
|
// Call it... everything except ice and directional blocks? These rules are weird.
|
|
// Note that the game itself normally handles picking items up, so we only get here for
|
|
// actors who aren't supposed to have an inventory
|
|
// TODO make this a... flag? i don't know?
|
|
// TODO major difference from lynx...
|
|
if (other.type.name !== 'ice_block' && other.type.name !== 'directional_block') {
|
|
level.attempt_take(other, me);
|
|
}
|
|
},
|
|
},
|
|
key_yellow: {
|
|
draw_layer: LAYER_ITEM,
|
|
is_item: true,
|
|
is_key: true,
|
|
blocks_monsters: true,
|
|
blocks_blocks: true,
|
|
},
|
|
key_green: {
|
|
draw_layer: LAYER_ITEM,
|
|
is_item: true,
|
|
is_key: true,
|
|
blocks_monsters: true,
|
|
blocks_blocks: true,
|
|
},
|
|
// Boots
|
|
// TODO note: ms allows blocks to pass over tools
|
|
cleats: {
|
|
draw_layer: LAYER_ITEM,
|
|
is_item: true,
|
|
is_tool: true,
|
|
blocks_monsters: true,
|
|
blocks_blocks: true,
|
|
item_ignores: new Set(['ice', 'ice_nw', 'ice_ne', 'ice_sw', 'ice_se']),
|
|
},
|
|
suction_boots: {
|
|
draw_layer: LAYER_ITEM,
|
|
is_item: true,
|
|
is_tool: true,
|
|
blocks_monsters: true,
|
|
blocks_blocks: true,
|
|
item_ignores: new Set([
|
|
'force_floor_n',
|
|
'force_floor_s',
|
|
'force_floor_e',
|
|
'force_floor_w',
|
|
'force_floor_all',
|
|
]),
|
|
},
|
|
fire_boots: {
|
|
draw_layer: LAYER_ITEM,
|
|
is_item: true,
|
|
is_tool: true,
|
|
blocks_monsters: true,
|
|
blocks_blocks: true,
|
|
item_ignores: new Set(['fire']),
|
|
},
|
|
flippers: {
|
|
draw_layer: LAYER_ITEM,
|
|
is_item: true,
|
|
is_tool: true,
|
|
blocks_monsters: true,
|
|
blocks_blocks: true,
|
|
item_ignores: new Set(['water']),
|
|
},
|
|
hiking_boots: {
|
|
draw_layer: LAYER_ITEM,
|
|
is_item: true,
|
|
is_tool: true,
|
|
blocks_monsters: true,
|
|
blocks_blocks: true,
|
|
// FIXME uhh these "ignore" that dirt and gravel block us, but they don't ignore the on_arrive, so, uhhhh
|
|
},
|
|
// Other tools
|
|
dynamite: {
|
|
draw_layer: LAYER_ITEM,
|
|
is_item: true,
|
|
is_tool: true,
|
|
blocks_monsters: true,
|
|
blocks_blocks: true,
|
|
// FIXME does a thing when dropped, but that isn't implemented at all yet
|
|
},
|
|
bowling_ball: {
|
|
// TODO not implemented, rolls when dropped, has an inventory, yadda yadda
|
|
draw_layer: LAYER_ITEM,
|
|
is_item: true,
|
|
is_tool: true,
|
|
blocks_monsters: true,
|
|
blocks_blocks: true,
|
|
},
|
|
xray_eye: {
|
|
// TODO not implemented
|
|
draw_layer: LAYER_ITEM,
|
|
is_item: true,
|
|
is_tool: true,
|
|
blocks_monsters: true,
|
|
blocks_blocks: true,
|
|
},
|
|
helmet: {
|
|
// TODO not implemented
|
|
draw_layer: LAYER_ITEM,
|
|
is_item: true,
|
|
is_tool: true,
|
|
blocks_monsters: true,
|
|
blocks_blocks: true,
|
|
},
|
|
railroad_sign: {
|
|
draw_layer: LAYER_ITEM,
|
|
is_item: true,
|
|
is_tool: true,
|
|
blocks_monsters: true,
|
|
blocks_blocks: true,
|
|
// FIXME this doesn't work any more, need to put it in railroad blocks impl
|
|
item_ignores: new Set(['railroad']),
|
|
},
|
|
foil: {
|
|
// TODO not implemented
|
|
draw_layer: LAYER_ITEM,
|
|
is_item: true,
|
|
is_tool: true,
|
|
blocks_monsters: true,
|
|
blocks_blocks: true,
|
|
},
|
|
|
|
// Progression
|
|
player: {
|
|
draw_layer: LAYER_ACTOR,
|
|
is_actor: true,
|
|
is_player: true,
|
|
has_inventory: true,
|
|
can_reveal_walls: true,
|
|
movement_speed: 4,
|
|
pushes: {
|
|
dirt_block: true,
|
|
ice_block: true,
|
|
directional_block: true,
|
|
},
|
|
infinite_items: {
|
|
key_green: true,
|
|
},
|
|
visual_state: player_visual_state,
|
|
},
|
|
player2: {
|
|
draw_layer: LAYER_ACTOR,
|
|
is_actor: true,
|
|
is_player: true,
|
|
has_inventory: true,
|
|
can_reveal_walls: true,
|
|
movement_speed: 4,
|
|
ignores: new Set(['ice', 'ice_nw', 'ice_ne', 'ice_sw', 'ice_se']),
|
|
pushes: {
|
|
dirt_block: true,
|
|
ice_block: true,
|
|
directional_block: true,
|
|
},
|
|
infinite_items: {
|
|
key_yellow: true,
|
|
},
|
|
visual_state: player_visual_state,
|
|
},
|
|
chip: {
|
|
draw_layer: LAYER_ITEM,
|
|
is_chip: true,
|
|
is_required_chip: true,
|
|
blocks_monsters: true,
|
|
blocks_blocks: true,
|
|
on_arrive(me, level, other) {
|
|
if (other.type.is_player) {
|
|
level.collect_chip();
|
|
level.remove_tile(me);
|
|
}
|
|
},
|
|
},
|
|
chip_extra: {
|
|
draw_layer: LAYER_ITEM,
|
|
is_chip: true,
|
|
blocks_monsters: true,
|
|
blocks_blocks: true,
|
|
on_arrive(me, level, other) {
|
|
if (other.type.is_player) {
|
|
level.collect_chip();
|
|
level.remove_tile(me);
|
|
}
|
|
},
|
|
},
|
|
score_10: {
|
|
draw_layer: LAYER_ITEM,
|
|
blocks_monsters: true,
|
|
blocks_blocks: true,
|
|
on_arrive(me, level, other) {
|
|
if (other.type.is_player) {
|
|
level.adjust_bonus(10);
|
|
}
|
|
level.remove_tile(me);
|
|
},
|
|
},
|
|
score_100: {
|
|
draw_layer: LAYER_ITEM,
|
|
blocks_monsters: true,
|
|
blocks_blocks: true,
|
|
on_arrive(me, level, other) {
|
|
if (other.type.is_player) {
|
|
level.adjust_bonus(100);
|
|
}
|
|
level.remove_tile(me);
|
|
},
|
|
},
|
|
score_1000: {
|
|
draw_layer: LAYER_ITEM,
|
|
blocks_monsters: true,
|
|
blocks_blocks: true,
|
|
on_arrive(me, level, other) {
|
|
if (other.type.is_player) {
|
|
level.adjust_bonus(1000);
|
|
}
|
|
level.remove_tile(me);
|
|
},
|
|
},
|
|
score_2x: {
|
|
draw_layer: LAYER_ITEM,
|
|
blocks_monsters: true,
|
|
blocks_blocks: true,
|
|
on_arrive(me, level, other) {
|
|
if (other.type.is_player) {
|
|
level.adjust_bonus(0, 2);
|
|
}
|
|
level.remove_tile(me);
|
|
},
|
|
},
|
|
|
|
hint: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
is_hint: true,
|
|
blocks_monsters: true,
|
|
blocks_blocks: true,
|
|
},
|
|
socket: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
blocks_monsters: true,
|
|
blocks_blocks: true,
|
|
blocks(me, level, other) {
|
|
return (level.chips_remaining > 0);
|
|
},
|
|
on_arrive(me, level, other) {
|
|
if (other.type.is_player && level.chips_remaining === 0) {
|
|
level.sfx.play_once('socket');
|
|
level.transmute_tile(me, 'floor');
|
|
}
|
|
},
|
|
},
|
|
exit: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
blocks_monsters: true,
|
|
blocks_blocks: true,
|
|
on_arrive(me, level, other) {
|
|
if (other.type.is_player) {
|
|
level.win();
|
|
}
|
|
},
|
|
},
|
|
|
|
// VFX
|
|
splash: {
|
|
draw_layer: LAYER_OVERLAY,
|
|
is_actor: true,
|
|
blocks_players: true,
|
|
ttl: 6,
|
|
},
|
|
explosion: {
|
|
draw_layer: LAYER_OVERLAY,
|
|
is_actor: true,
|
|
blocks_players: true,
|
|
ttl: 6,
|
|
},
|
|
|
|
// Invalid tiles that appear in some CCL levels because community level
|
|
// designers love to make nonsense
|
|
bogus_player_win: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
blocks_all: true,
|
|
},
|
|
bogus_player_swimming: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
blocks_all: true,
|
|
},
|
|
bogus_player_drowned: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
blocks_all: true,
|
|
},
|
|
bogus_player_burned_fire: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
blocks_all: true,
|
|
},
|
|
bogus_player_burned: {
|
|
draw_layer: LAYER_TERRAIN,
|
|
blocks_all: true,
|
|
},
|
|
};
|
|
|
|
// Tell them all their own names
|
|
for (let [name, type] of Object.entries(TILE_TYPES)) {
|
|
type.name = name;
|
|
|
|
if (type.draw_layer === undefined ||
|
|
type.draw_layer !== Math.floor(type.draw_layer) ||
|
|
type.draw_layer >= 4)
|
|
{
|
|
console.error(`Tile type ${name} has a bad draw layer`);
|
|
}
|
|
}
|
|
|
|
export default TILE_TYPES;
|