lexys-labyrinth/js/tiletypes.js
Eevee (Evelyn Woods) 3cf81b53ad Improve the connection tool somewhat; show implicit connections
For example, you can now make connections with the connection tool.
Remarkable.

Unfortunately, implicit connections aren't updated as you edit the level
yet.

Also came with some refactors for searching a level and whatnot.
2024-04-18 00:56:20 -06:00

3380 lines
123 KiB
JavaScript

import { find_terrain_linear } from './algorithms.js';
import { COLLISION, DIRECTIONS, DIRECTION_ORDER, LAYERS, TICS_PER_SECOND, PICKUP_PRIORITIES } from './defs.js';
// TODO factor out some repeated stuff: common monster bits, common item bits, repeated collision
// masks
function activate_me(me, level) {
me.type.activate(me, level);
}
function blocks_leaving_thin_walls(me, level, 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_typical,
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.canopy,
// Unlike doors, anything with the key (or a ghost) can step on them
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 _define_force_floor(direction, opposite_type) {
return {
layer: LAYERS.terrain,
slide_mode: 'force',
speed_factor: 2,
allow_player_override: true,
// Used by Lynx to prevent backwards overriding
force_floor_direction: direction,
on_stand(me, level, other) {
level.schedule_actor_slide(other, direction);
},
activate(me, level) {
level.transmute_tile(me, opposite_type);
},
on_gray_button: activate_me,
on_power: activate_me,
};
}
function update_wireable(me, level) {
if (me.is_wired === undefined) {
//start of the level/first time, then
me.is_wired = level.is_tile_wired(me, false);
me.is_active = !me.is_wired;
}
else {
let new_is_wired = level.is_tile_wired(me, false);
if (new_is_wired && !me.is_wired)
{
//connected
level._set_tile_prop(me, 'is_wired', true);
//TODO: it'll always get on_power called later if it's wired to something already given power, right?
level._set_tile_prop(me, 'is_active', false);
}
else if (!new_is_wired && me.is_wired)
{
//disconnected
level._set_tile_prop(me, 'is_wired', false);
level._set_tile_prop(me, 'is_active', true);
}
}
}
function player_visual_state(me) {
if (! me) {
return 'normal';
}
// FIXME fail reason gets attached to the wrong player if there's a swap at the same time as a
// player gets hit
if (me.fail_reason === 'drowned') {
return 'drowned';
}
if (me.fail_reason === 'burned') {
return 'burned';
}
if (me.fail_reason === 'exploded') {
return 'exploded';
}
if (me.fail_reason === 'slimed') {
return 'slimed';
}
if (me.fail_reason === 'electrocuted') {
return 'burned'; //same gfx for now
}
if (me.fail_reason === 'fell') {
return 'fell';
}
if (me.fail_reason) {
return 'failed';
}
if (me.exited) {
return 'exited';
}
// This is slightly complicated. We should show a swimming pose while still in water, or moving
// away from water (as CC2 does), but NOT when stepping off a lilypad (which will already have
// been turned into water), and NOT without flippers (which can happen if we start on water)
if (me.cell && (me.previous_cell || me.cell).has('water') &&
! me.not_swimming && me.has_item('flippers'))
{
return 'swimming';
}
if (me.is_sliding || me.is_pending_slide) {
let terrain = me.cell.get_terrain();
if (terrain.type.slide_mode === 'ice') {
return 'skating';
}
else if (terrain.type.slide_mode === 'force') {
return 'forced';
}
}
if (me.is_blocked) {
return 'blocked';
}
if (me.is_pushing) {
return 'pushing';
}
if (me.movement_speed) {
return 'moving';
}
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;
if (level.compat.teeth_target_internal_position) {
px = player.cell.x;
py = player.cell.y;
}
else {
[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);
}
}
// Ugh. Check for can_reveal_walls, but special-casing it for the pgchip ice blocks, where the
// static property is different. This sux!!
function can_actually_reveal_walls(tile, level) {
if (level.compat.use_pgchip_ice_blocks && tile.type.name == 'ice_block')
return false;
return tile.type.can_reveal_walls;
}
// Chunks of properties that are shared among bunches of tiles
const COMMON_MONSTER = {
layer: LAYERS.actor,
is_actor: true,
is_monster: true,
collision_mask: COLLISION.monster_generic,
blocks_collision: COLLISION.all,
// Despite the name, this means we only pick up items that are always picked up
item_pickup_priority: PICKUP_PRIORITIES.always,
movement_speed: 4,
};
const COMMON_TOOL = {
layer: LAYERS.item,
is_item: true,
is_tool: true,
blocks_collision: COLLISION.block_cc1 | COLLISION.monster_typical,
item_priority: PICKUP_PRIORITIES.normal,
};
const COMMON_PUSHES = {
dirt_block: true,
ice_block: true,
frame_block: true,
circuit_block: true,
boulder: true,
glass_block: true,
sokoban_block: true,
};
const TILE_TYPES = {
// Floors and walls
floor: {
layer: LAYERS.terrain,
contains_wire: true,
wire_propagation_mode: 'autocross',
on_approach(me, level, other) {
if (other.type.name === 'blob' || other.type.name === 'boulder') {
// Blobs spread slime onto floor
if (other.previous_cell && other.previous_cell.has('slime')) {
level.transmute_tile(me, 'slime');
level.sfx.play_once('splash-slime', me.cell);
}
}
},
},
floor_letter: {
layer: LAYERS.terrain,
populate_defaults(me) {
me.overlaid_glyph = "?";
},
},
// TODO possibly this should be a single tile
floor_custom_green: {
layer: LAYERS.terrain,
blocks_collision: COLLISION.ghost,
blocks(me, level, other) {
return (other.type.name === 'sokoban_block' && other.color !== 'green');
},
},
floor_custom_pink: {
layer: LAYERS.terrain,
blocks_collision: COLLISION.ghost,
blocks(me, level, other) {
return (other.type.name === 'sokoban_block' && other.color !== 'red');
},
},
floor_custom_yellow: {
layer: LAYERS.terrain,
blocks_collision: COLLISION.ghost,
blocks(me, level, other) {
return (other.type.name === 'sokoban_block' && other.color !== 'yellow');
},
},
floor_custom_blue: {
layer: LAYERS.terrain,
blocks_collision: COLLISION.ghost,
blocks(me, level, other) {
return (other.type.name === 'sokoban_block' && other.color !== 'blue');
},
},
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 (can_actually_reveal_walls(other, level)) {
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 (can_actually_reveal_walls(other, level)) {
level.transmute_tile(me, 'wall');
}
},
},
popwall: {
layer: LAYERS.terrain,
blocks_collision: COLLISION.block_cc1 | COLLISION.monster_typical,
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) {
// CC2 quirk: nothing happens if there's still an actor on us (i.e. dynamite)
// FIXME does this imply on_depart isn't called at all if we walk off dynamite?
if (me.cell.has('dynamite_lit'))
return;
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_typical,
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) {
if (actor.type.name === 'ghost')
return false;
return (me.edges & DIRECTIONS[direction].opposite_bit) !== 0;
},
blocks_leaving(me, level, actor, direction) {
if (actor.type.name === 'ghost')
return false;
return (me.edges & DIRECTIONS[direction].bit) !== 0;
},
populate_defaults(me) {
me.edges = 0; // bitmask of directions
},
},
// These only support one-way into the tile, so they're pretty much thin walls that can only
// stop something from leaving
one_way_walls: {
layer: LAYERS.thin_wall,
blocks_leaving(me, level, actor, direction) {
if (actor.type.name === 'ghost')
return false;
return (me.edges & DIRECTIONS[direction].bit) !== 0;
},
populate_defaults(me) {
me.edges = 0; // bitmask of directions
},
},
fake_wall: {
layer: LAYERS.terrain,
blocks_collision: COLLISION.all_but_ghost,
on_ready(me, level) {
if (! level.compat.no_auto_convert_ccl_blue_walls &&
level.stored_level.format === 'ccl' &&
me.cell.get_actor())
{
// Blocks can be pushed off of blue walls in TW Lynx, which only works due to a tiny
// quirk of the engine that I don't want to replicate, so replace them with popwalls
// TODO this also works with invis walls apparently. maybe only for blocks?
me.type = TILE_TYPES['popwall'];
}
},
on_bumped(me, level, other) {
if (can_actually_reveal_walls(other, level)) {
level.transmute_tile(me, 'wall');
}
},
},
fake_floor: {
layer: LAYERS.terrain,
blocks_collision: COLLISION.block_cc1 | COLLISION.monster_typical,
reveal(me, level, other) {
level.spawn_animation(me.cell, 'puff');
level.transmute_tile(me, 'floor');
if (other === level.player) {
level.sfx.play_once('fake-floor', me.cell);
}
},
on_bumped(me, level, other) {
if (can_actually_reveal_walls(other, level) && ! level.compat.blue_floors_vanish_on_arrive) {
this.reveal(me, level, other);
}
},
on_arrive(me, level, other) {
// In Lynx, these disappear only when you step on them
if (level.compat.blue_floors_vanish_on_arrive) {
this.reveal(me, level, other);
}
},
},
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,
contains_wire: true,
wire_propagation_mode: 'autocross',
},
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
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, level, 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 (other.type.name === 'ghost')
// Ghosts do not switch tracks
return;
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_typical,
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_typical,
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,
},
grass: {
// TODO should bugs leave if they have no other option...? that seems real hard.
// TODO teeth move at full speed? that also seems hard.
layer: LAYERS.terrain,
blocks_collision: COLLISION.block_cc1 | COLLISION.block_cc2,
blocks(me, level, other) {
// These guys with big wheels can't do grass
return (
other.type.name === 'tank_blue' || other.type.name === 'tank_yellow' ||
other.type.name === 'rover');
},
blocks_leaving(me, level, other, direction) {
// Both kinds of bugs prefer to stay in the grass
if (other.type.name === 'bug' || other.type.name === 'paramecium') {
let neighbor = level.get_neighboring_cell(me.cell, direction);
if (neighbor && neighbor.get_terrain().type.name !== 'grass')
return true;
}
},
on_arrive(me, level, other) {
if (other.type.name === 'fireball') {
level.transmute_tile(me, 'fire');
level.spawn_animation(me.cell, 'puff');
}
},
},
dash_floor: {
layer: LAYERS.terrain,
speed_factor: 2,
},
spikes: {
layer: LAYERS.terrain,
blocks(me, level, other) {
return !(!other.type.is_player || other.has_item('hiking_boots'));
},
on_arrive(me, level, other) {
if (other.type.name === 'glass_block') {
// FIXME need a glass shatter vfx
level.kill_actor(other, me, 'explosion');
}
},
},
turntable_cw: {
layer: LAYERS.terrain,
contains_wire: true,
wire_propagation_mode: 'all',
slide_mode: 'turntable',
on_arrive(me, level, other) {
level._set_tile_prop(other, 'is_pending_slide', true);
level.set_actor_direction(other, DIRECTIONS[other.direction].right);
if (other.type.on_rotate) {
other.type.on_rotate(other, level, 'right');
}
},
on_stand(me, level, other) {
level.schedule_actor_slide(other);
},
activate(me, level) {
level.transmute_tile(me, 'turntable_ccw');
},
on_gray_button: activate_me,
on_power: activate_me,
},
turntable_ccw: {
layer: LAYERS.terrain,
contains_wire: true,
wire_propagation_mode: 'all',
slide_mode: 'turntable',
on_arrive(me, level, other) {
level._set_tile_prop(other, 'is_pending_slide', true);
level.set_actor_direction(other, DIRECTIONS[other.direction].left);
if (other.type.on_rotate) {
other.type.on_rotate(other, level, 'left');
}
},
on_stand(me, level, other) {
level.schedule_actor_slide(other);
},
activate(me, level) {
level.transmute_tile(me, 'turntable_cw');
},
on_gray_button: activate_me,
on_power: activate_me,
},
// Hazards
fire: {
layer: LAYERS.terrain,
// Fire blocks most monsters, except in MS where they walk right in and get roasted
blocks(me, level, other) {
if (other.type.collision_mask & (COLLISION.fireball | COLLISION.yellow_tank | COLLISION.ghost))
return false;
if (other.type.collision_mask & COLLISION.monster_any) {
if (level.compat.fire_allows_most_monsters && other.type.name !== 'bug' && other.type.name !== 'walker')
return false;
return true;
}
return false;
},
on_arrive(me, level, other) {
if (other.type.name === 'ghost') {
// Ghosts with fire boots erase fire, otherwise are unaffected
if (other.has_item('fire_boots')) {
level.transmute_tile(me, 'floor');
}
}
else if (other.has_item('fire_boots')) {
return;
}
else if (other.type.name === 'ice_block') {
level.transmute_tile(other, 'splash');
level.transmute_tile(me, 'water');
level.sfx.play_once('splash', me.cell);
}
else {
level.kill_actor(other, me, 'explosion', 'bomb', 'burned');
}
},
},
water: {
layer: LAYERS.terrain,
blocks(me, level, other) {
// Water blocks ghosts... unless they have flippers
if (other.type.name === 'ghost' && ! other.has_item('flippers'))
return true;
},
on_arrive(me, level, other) {
// TODO cc1 allows items under water, i think; water was on the upper layer
level.sfx.play_once('splash', me.cell);
if (other.type.name === 'dirt_block') {
level.transmute_tile(other, 'splash');
level.transmute_tile(me, 'dirt');
}
else if (other.type.name === 'frame_block') {
level.transmute_tile(other, 'splash');
level.transmute_tile(me, 'floor');
}
else if (other.type.name === 'glass_block') {
level.transmute_tile(other, 'splash');
level.transmute_tile(me, 'floor');
}
else if (other.type.name === 'ice_block') {
level.transmute_tile(other, 'splash');
level.transmute_tile(me, 'ice');
}
else if (other.type.name === 'boulder') {
level.transmute_tile(other, 'splash');
level.transmute_tile(me, 'gravel');
}
else if (other.type.name === 'circuit_block') {
level.transmute_tile(me, 'floor');
level._set_tile_prop(me, 'wire_directions', other.wire_directions);
level.transmute_tile(other, 'splash');
level.recalculate_circuitry_next_wire_phase = true;
}
else if (other.type.name === 'sokoban_block') {
level.transmute_tile(me, ({
red: 'floor_custom_pink',
blue: 'floor_custom_blue',
yellow: 'floor_custom_yellow',
green: 'floor_custom_green',
})[other.color]);
level.transmute_tile(other, 'splash');
}
else {
level.kill_actor(other, me, 'splash', null, 'drowned');
}
},
},
turtle: {
layer: LAYERS.terrain,
blocks_collision: COLLISION.ghost | COLLISION.fireball,
on_depart(me, level, other) {
// CC2 quirk: nothing happens if there's still an actor on us (i.e. dynamite)
if (me.cell.has('dynamite_lit'))
return;
level.transmute_tile(me, 'water');
level.spawn_animation(me.cell, 'splash');
level.sfx.play_once('splash', me.cell);
// Visual property, so the actor knows it's stepping off a lilypad, not swimming out of
// the water we just turned into
level._set_tile_prop(other, 'not_swimming', true);
},
},
cracked_ice: {
layer: LAYERS.terrain,
slide_mode: 'ice',
speed_factor: 2,
on_arrive(me, level, other) {
level.schedule_actor_slide(other);
},
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,
on_arrive(me, level, other) {
level.schedule_actor_slide(other);
},
},
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) {
let direction = {
north: 'north',
south: 'east',
east: 'east',
west: 'north',
}[other.direction];
level.schedule_actor_slide(other, direction);
},
},
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) {
let direction = {
north: 'east',
south: 'south',
east: 'east',
west: 'south',
}[other.direction];
level.schedule_actor_slide(other, direction);
},
},
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) {
let direction = {
north: 'west',
south: 'south',
east: 'south',
west: 'west',
}[other.direction];
level.schedule_actor_slide(other, direction);
},
},
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) {
let direction = {
north: 'north',
south: 'west',
east: 'north',
west: 'west',
}[other.direction];
level.schedule_actor_slide(other, direction);
},
},
force_floor_n: _define_force_floor('north', 'force_floor_s'),
force_floor_s: _define_force_floor('south', 'force_floor_n'),
force_floor_e: _define_force_floor('east', 'force_floor_w'),
force_floor_w: _define_force_floor('west', 'force_floor_e'),
force_floor_all: {
layer: LAYERS.terrain,
slide_mode: 'force',
speed_factor: 2,
allow_player_override: true,
blocks(me, level, other) {
return (level.compat.rff_blocks_monsters &&
(other.type.collision_mask & COLLISION.monster_typical));
},
on_stand(me, level, other) {
if (! other.is_pending_slide && ! level.compat.force_floors_on_arrive) {
level.schedule_actor_slide(other, level.get_force_floor_direction());
}
},
},
slime: {
layer: LAYERS.terrain,
on_arrive(me, level, other) {
if (other.type.name === 'ghost' || other.type.name === 'blob' || other.type.name === 'boulder') {
// No effect
return;
}
level.sfx.play_once('splash-slime', me.cell);
if (other.type.name === 'dirt_block' || other.type.name === 'ice_block') {
level.transmute_tile(me, 'floor');
}
else {
level.kill_actor(other, me, 'splash_slime', null, 'slimed');
}
},
},
bomb: {
layer: LAYERS.item,
on_arrive(me, level, other) {
if (level.compat.bombs_detonate_on_arrive) {
me.type._detonate(me, level, other);
}
},
on_stand(me, level, other) {
// Lynx: Bombs detonate on arrival, not on idle
// Steam: Bombs detonate when stood on, even if a player starts the level on one. This
// is useless in CC2 design and breaks some CC1 levels, so it's off by default
if (! level.compat.bombs_detonate_on_arrive &&
! (level.compat.bombs_immediately_detonate_under_players &&
level.tic_counter === 0 && other.type.is_real_player))
{
me.type._detonate(me, level, other);
}
},
_detonate(me, level, other) {
level.remove_tile(me);
level.kill_actor(other, me, 'explosion', 'bomb', 'exploded');
},
},
hole: {
layer: LAYERS.terrain,
on_ready(me, level) {
let one_north = level.cell(me.cell.x, me.cell.y - 1);
if (one_north === null || one_north.get_terrain().type.name !== 'hole') {
level._set_tile_prop(me, 'visual_state', 'north');
}
else {
level._set_tile_prop(me, 'visual_state', 'open');
}
},
on_arrive(me, level, other) {
level.kill_actor(other, me, 'fall', null, 'fell');
},
visual_state(me) {
// Default to the version of the tile that actually shows something; otherwise this
// looks like an error or gap in the editor
return (me && me.visual_state) ?? 'north';
},
},
cracked_floor: {
layer: LAYERS.terrain,
on_depart(me, level, other) {
level.spawn_animation(me.cell, 'puff');
if (other === level.player) {
level.sfx.play_once('popwall', me.cell);
}
level.transmute_tile(me, 'hole');
// Update hole visual state (note that me.type is hole now)
me.type.on_ready(me, level);
let one_south = level.cell(me.cell.x, me.cell.y + 1);
if (one_south && one_south.get_terrain().type.name === 'hole') {
me.type.on_ready(one_south.get_terrain(), level);
}
},
},
thief_tools: {
layer: LAYERS.terrain,
blocks_collision: COLLISION.block_cc1 | COLLISION.monster_typical,
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_typical,
on_arrive(me, level, other) {
if (level.take_tool_from_actor(other, 'bribe')) {
if (other === level.player) {
level.sfx.play_once('thief-bribe', me.cell);
}
return;
}
if (! other.type.is_real_player)
return;
let lost = level.take_all_keys_from_actor(other);
if (level.bonus_points > 0) {
lost = true;
}
level.adjust_bonus(0, 0.5);
if (lost && other === level.player) {
level.sfx.play_once('thief', me.cell);
}
},
},
// Item modifiers
no_sign: {
layer: LAYERS.item_mod,
item_modifier: 'ignore',
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,
item_pickup_priority: PICKUP_PRIORITIES.always,
is_actor: true,
is_block: true,
ignores: new Set(['fire', 'flame_jet_on', 'electrified_floor']),
can_reverse_on_railroad: true,
movement_speed: 4,
},
ice_block: {
layer: LAYERS.actor,
collision_mask: COLLISION.block_cc2,
blocked_by(me, level, other) {
// pgchip's ice blocks followed dirt block collision rules, except for being able to go
// on dirt
if (level.compat.use_pgchip_ice_blocks && other.type.name !== 'dirt' &&
(other.type.blocks_collision & COLLISION.block_cc1))
return true;
},
blocks_collision: COLLISION.all,
item_pickup_priority: PICKUP_PRIORITIES.never,
is_actor: true,
is_block: true,
can_reveal_walls: true,
can_reverse_on_railroad: true,
movement_speed: 4,
pushes: {
// Ice blocks specifically cannot push dirt blocks
...COMMON_PUSHES,
dirt_block: false,
},
on_after_bumped(me, level, other) {
// Fireballs melt ice blocks on regular floor FIXME and water!
// XXX what if i'm in motion?
if (other.type.name === 'fireball' && ! level.compat.use_pgchip_ice_blocks) {
let terrain = me.cell.get_terrain();
if (terrain.type.name === 'floor') {
level.transmute_tile(me, 'splash');
level.transmute_tile(terrain, 'water');
level.sfx.play_once('splash', me.cell);
}
}
},
},
frame_block: {
layer: LAYERS.actor,
collision_mask: COLLISION.block_cc2,
blocks_collision: COLLISION.all,
item_pickup_priority: PICKUP_PRIORITIES.never,
is_actor: true,
is_block: true,
can_reveal_walls: true,
can_reverse_on_railroad: true,
movement_speed: 4,
allows_push(me, direction) {
return me.arrows && me.arrows.has(direction);
},
pushes: COMMON_PUSHES,
on_clone(me, original) {
me.arrows = new Set(original.arrows);
},
on_rotate(me, level, turn) {
// We rotate when turned on railroads
let new_arrows = new Set;
for (let arrow of me.arrows) {
new_arrows.add(DIRECTIONS[arrow][turn]);
}
level._set_tile_prop(me, 'arrows', new_arrows);
},
},
boulder: {
layer: LAYERS.actor,
collision_mask: COLLISION.block_cc2,
blocks_collision: COLLISION.all,
// XXX?
item_pickup_priority: PICKUP_PRIORITIES.never,
is_actor: true,
is_block: true,
can_reveal_walls: true,
// Boulders don't directly push each other; instead on_bumped will propagate the momentum
// XXX can they not push other kinds of blocks?
pushes: {
ice_block: true,
frame_block: true,
},
ignores: new Set(['fire', 'flame_jet_on', 'electrified_floor']),
can_reverse_on_railroad: true,
movement_speed: 4,
decide_movement(me, level) {
if (me.rolling) {
level._set_tile_prop(me, 'rolling', false);
return [me.direction, null];
}
else {
return null;
}
},
on_bumped(me, level, other, direction) {
if (other.type.name === 'boulder') {
level._set_tile_prop(me, 'rolling', true);
level._set_tile_prop(me, 'direction', direction);
level._set_tile_prop(other, 'rolling', false);
}
},
on_starting_move(me, level) {
if (!me.rolling) {
level._set_tile_prop(me, 'rolling', true);
}
},
},
glass_block: {
layer: LAYERS.actor,
collision_mask: COLLISION.block_cc2,
blocks_collision: COLLISION.all,
item_pickup_priority: PICKUP_PRIORITIES.never,
is_actor: true,
is_block: true,
can_reveal_walls: true,
can_reverse_on_railroad: true,
movement_speed: 4,
try_pickup_item(me, level) {
// Suck up any item that could be picked up off of the floor, and put it in our
// encased_item slot (which is, somewhat confusingly, distinct from our inventory -- we
// cannot actually make use of our encased item)
if (me.encased_item === null) {
let item = me.cell.get_item();
let mod = me.cell.get_item_mod();
if (mod && mod.type.item_modifier === 'ignore') {
return;
}
//hmm, actually chips seem to work OK. Alright, why not then?
if (item /*&& !item.type.is_chip*/ && item.type.item_priority !== undefined) {
level._set_tile_prop(me, 'encased_item', item.type.name);
level.remove_tile(item);
}
}
},
on_ready(me, level) {
level._set_tile_prop(me, 'encased_item', null);
this.try_pickup_item(me, level);
},
on_clone(me, original) {
me.encased_item = original.encased_item;
},
on_finishing_move(me, level) {
this.try_pickup_item(me, level);
},
blocked_by(me, level, other) {
return other.cell.get_item() !== null && me.encased_item !== null;
},
on_death(me, level) {
//needs to be called by transmute_tile to ttl and by dynamite_lit before remove_tile
if (me.encased_item !== null) {
level._place_dropped_item(me.encased_item, me.cell ?? me.previous_cell, me);
level._set_tile_prop(me, 'encased_item', null);
}
}
},
green_floor: {
layer: LAYERS.terrain,
green_toggle_counterpart: 'green_wall',
blocks(me, level, other) {
// Toggle walls don't toggle until the end of the frame, but the collision takes into
// account whether a toggle is coming
return (
level.pending_green_toggle &&
(other.type.collision_mask & COLLISION.all_but_ghost));
},
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,
green_toggle_counterpart: 'green_floor',
blocks(me, level, other) {
// Same as above
return (
! level.pending_green_toggle &&
(other.type.collision_mask & 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,
green_toggle_counterpart: 'green_bomb',
blocks_collision: COLLISION.block_cc1 | COLLISION.monster_typical,
item_priority: PICKUP_PRIORITIES.real_player,
on_pickup(me, level, other) {
level.collect_chip(me);
return true;
},
// Not affected by gray buttons
},
green_bomb: {
layer: LAYERS.item,
is_required_chip: true,
green_toggle_counterpart: 'green_chip',
on_arrive(me, level, other) {
// Unlike regular bombs, these only seem to respond to being stepped on, not stood on
level.remove_tile(me);
level.kill_actor(other, me, 'explosion', 'bomb', 'exploded');
},
// 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);
},
},
// Sokoban blocks, buttons, and walls -- they each come in four colors, the buttons can be
// pressed by anything EXCEPT a sokoban block of the WRONG color, and the walls become floors
// only when ALL the buttons of the corresponding color are pressed
sokoban_block: {
layer: LAYERS.actor,
collision_mask: COLLISION.block_cc1,
blocks_collision: COLLISION.all,
item_pickup_priority: PICKUP_PRIORITIES.always,
is_actor: true,
is_block: true,
can_reverse_on_railroad: true,
movement_speed: 4,
populate_defaults(me) {
me.color = 'red';
},
on_clone(me, original) {
me.color = original.color;
},
visual_state(me) {
let color = me.color ?? 'red';
if (me && me.cell && ! me.movement_cooldown) {
let terrain = me.cell.get_terrain();
if (terrain.type.name === 'sokoban_button' && terrain.pressed) {
return color + '_matched';
}
}
return color;
},
},
sokoban_button: {
layer: LAYERS.terrain,
populate_defaults(me) {
me.color = 'red';
me.pressed = false;
},
on_ready(me, level) {
let actor = me.cell.get_actor();
if (actor && ! (actor.type.name === 'sokoban_block' && actor.color !== me.color)) {
// Already held down, make sure the level knows
me.pressed = true;
level.sokoban_buttons_unpressed[me.color] -= 1;
if (level.sokoban_buttons_unpressed[me.color] === 0) {
for (let cell of level.linear_cells) {
let terrain = cell.get_terrain();
if (terrain.type.name === 'sokoban_wall' && terrain.color === me.color) {
terrain.type = TILE_TYPES['sokoban_floor'];
}
}
}
}
},
on_arrive(me, level, other) {
if (other.type.name === 'sokoban_block' && me.color !== other.color)
return;
level._set_tile_prop(me, 'pressed', true);
level.sfx.play_once('button-press', me.cell);
level.sokoban_buttons_unpressed[me.color] -= 1;
level._push_pending_undo(() => {
level.sokoban_buttons_unpressed[me.color] += 1;
});
if (level.sokoban_buttons_unpressed[me.color] === 0) {
for (let cell of level.linear_cells) {
let terrain = cell.get_terrain();
if (terrain.type.name === 'sokoban_wall' && terrain.color === me.color) {
level.transmute_tile(terrain, 'sokoban_floor');
}
}
}
},
on_depart(me, level, other) {
level._set_tile_prop(me, 'pressed', false);
if (other.type.name === 'sokoban_block' && me.color !== other.color)
return;
level.sfx.play_once('button-release', me.cell);
level.sokoban_buttons_unpressed[me.color] += 1;
level._push_pending_undo(() => {
level.sokoban_buttons_unpressed[me.color] -= 1;
});
if (level.sokoban_buttons_unpressed[me.color] === 1) {
for (let cell of level.linear_cells) {
let terrain = cell.get_terrain();
if (terrain.type.name === 'sokoban_floor' && terrain.color === me.color) {
level.transmute_tile(terrain, 'sokoban_wall');
}
}
}
},
visual_state(me) {
return (me.color ?? 'red') + '_' + (me.pressed ? 'pressed' : 'released');
},
},
sokoban_wall: {
layer: LAYERS.terrain,
blocks_collision: COLLISION.all_but_ghost,
populate_defaults(me) {
me.color = 'red';
},
visual_state(me) {
return me.color ?? 'red';
},
},
sokoban_floor: {
layer: LAYERS.terrain,
populate_defaults(me) {
me.color = 'red';
},
visual_state(me) {
return me.color ?? 'red';
},
},
// ------------------------------------------------------------------------------------------------
// Floor mechanisms
cloner: {
layer: LAYERS.terrain,
blocks_collision: COLLISION.real_player | COLLISION.block_cc1 | COLLISION.monster_typical,
populate_defaults(me) {
me.arrows = 0; // bitmask of glowing arrows (visual, no gameplay impact)
},
on_ready(me, level) {
me.arrows = me.arrows ?? 0;
},
traps(me, level, other) {
return ! other._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;
let cloned = false;
// Wire activation allows the cloner to try every direction, searching clockwise
for (let i = 0; i < (aggressive ? 4 : 1); i++) {
// If the actor successfully moves, replace it with a new clone. As a special case,
// bowling balls that immediately destroy something are also considered to have
// successfully exited
let success = level.attempt_out_of_turn_step(actor, direction);
if (! success && actor.type.ttl && ! level.compat.cloned_bowling_balls_can_be_lost) {
success = true;
if (actor.type.layer === LAYERS.actor) {
level.transmute_tile(actor, 'explosion_nb', true);
}
}
if (success) {
// FIXME add this underneath, just above the cloner, so the new actor is on top
let new_template = new actor.constructor(type, direction);
if (type.on_clone) {
type.on_clone(new_template, actor);
}
level.add_tile(new_template, me.cell);
level.add_actor(new_template);
cloned = true;
break;
}
direction = DIRECTIONS[direction].right;
}
if (aggressive && ! cloned) {
// Restore original facing
level.set_actor_direction(actor, direction);
}
delete actor._clone_release;
},
// Also clones on rising pulse or gray button
on_power(me, level) {
me.type.activate(me, level, true);
},
on_gray_button(me, level) {
me.type.activate(me, level);
},
},
trap: {
layer: LAYERS.terrain,
on_ready(me, level) {
// This may run before or after any pressed buttons, but, that's fine
if (me.presses === undefined) {
level._set_tile_prop(me, 'presses', 0);
}
},
on_stand(me, level, other, just_arrived) {
// Lynx: open traps eject their contents at the end of each tic
if (level.compat.traps_like_lynx && ! just_arrived) {
level.attempt_out_of_turn_step(other, other.direction);
}
},
add_press_ready(me, level, other) {
// Same as below, but without ejection
level._set_tile_prop(me, 'presses', (me.presses ?? 0) + 1);
},
add_press(me, level, is_wire = false) {
level._set_tile_prop(me, 'presses', me.presses + 1);
if (me.presses === 1 && ! is_wire) {
// Free any actor on us, if we went from 0 to 1 presses (i.e. closed to open)
let actor = me.cell.get_actor();
if (actor) {
// Forcibly move anything released from a trap, which keeps it in sync with
// whatever pushed the button
level.attempt_out_of_turn_step(actor, actor.direction);
}
}
},
remove_press(me, level) {
level._set_tile_prop(me, 'presses', Math.max(0, me.presses - 1));
if (me._initially_open) {
level._set_tile_prop(me, '_initially_open', false);
}
},
// FIXME also doesn't trap ghosts, is that a special case???
traps(me, level, other) {
if (level.compat.traps_like_lynx) {
// Lynx traps don't actually track open vs closed; actors are just ejected by force
// by a separate pass at the end of the tic that checks what's on a brown button.
// That means a trap held open by a button at level start won't effectively be open
// if whatever's on the button moves within the first tic, a quirk that CCLXP2 #17
// Double Trouble critically relies on!
// To fix this, assume that a trap can never be released on the first turn.
// FIXME that's not right since a block or immobile mob might be on a button...
if (level.tic_counter === 0)
return true;
}
return ! me.presses && ! me._initially_open && other.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',
// Items are only mogrified when inside a glass block
key_red: 'key_blue',
key_blue: 'key_red',
key_yellow: 'key_green',
key_green: 'key_yellow',
flippers: 'fire_boots',
fire_boots: 'flippers',
cleats: 'suction_boots',
suction_boots: 'cleats',
hiking_boots: 'speed_boots',
speed_boots: 'hiking_boots',
lightning_bolt: 'railroad_sign',
railroad_sign: 'lightning_bolt',
helmet: 'xray_eye',
xray_eye: 'helmet',
hook: 'foil',
foil: 'hook',
bowling_ball: 'dynamite',
dynamite: 'bowling_ball',
bribe: 'skeleton_key',
skeleton_key: 'bribe',
stopwatch_bonus: 'stopwatch_penalty',
stopwatch_penalty: 'stopwatch_bonus',
green_chip: 'green_bomb',
green_bomb: 'green_chip',
chip: 'bomb',
bomb: 'chip',
// TODO
// boulder: 'log',
// log: 'boulder',
// ankh: 'phantom_ring',
// phantom_ring: 'ankh',
},
_blob_mogrifications: ['glider', 'paramecium', 'fireball', 'bug', 'walker', 'ball', 'teeth', 'tank_blue', 'teeth_timid'],
on_begin(me, level) {
update_wireable(me, level);
},
on_arrive(me, level, other) {
// Note: Transmogrifiers technically contain wires the way teleports do, and CC2 uses
// the presence and poweredness of those wires to determine whether the transmogrifier
// should appear to be on or off, but the /functionality/ is controlled entirely by
// whether an adjoining cell carries current to our edge, like a railroad or cloner
if (! me.is_active)
return;
let name = other.type.name;
if (me.type._mogrifications[name]) {
level.transmute_tile(other, me.type._mogrifications[name]);
}
else if (name === 'blob') {
let options = me.type._blob_mogrifications;
level.transmute_tile(other, options[level.prng() % options.length]);
}
else if (name === 'glass_block' && other.encased_item) {
let new_item = me.type._mogrifications[other.encased_item];
if (new_item) {
level._set_tile_prop(other, 'encased_item', new_item);
}
else {
return;
}
}
else if (name === 'sokoban_block') {
level._set_tile_prop(other, 'color', ({
red: 'blue',
blue: 'red',
yellow: 'green',
green: 'yellow',
})[other.color]);
}
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 === false ? 'inactive' : 'active';
},
},
teleport_blue: {
layer: LAYERS.terrain,
slide_mode: 'teleport',
contains_wire: true,
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, cell] of find_terrain_linear(
level, me.cell, new Set(['teleport_blue', 'teleport_blue_exit']), true))
{
if (! dest.wire_directions) {
yield [dest, exit_direction];
}
}
return;
}
// Wired blue teleports form an isolated network, so we have to walk the circuit we're
// on, collect a list of all possible blue teleports, and then sort them so we can try
// them in the right order.
// Complicating this somewhat, logic gates act as diodes: we can walk through a logic
// gate if we're connected to one of its inputs AND its output is enabled, but we can't
// walk "backwards" through it.
// (In CC2, this is even worse; if the game searches the circuit and ONLY finds a logic
// gate, it seems to recurse from there, breaking the expected order. Worse, if it then
// can't find a destination teleporter, it teleports the actor "INTO" the logic gate
// itself; if a destination later presents itself, the actor will immediately appear,
// but if not, it might linger THROUGH A RESTART OR EVEN EDIT OF THE LEVEL, possibly
// appearing on a later playthrough or possibly crashing the game. Suffice to say, this
// behavior is not and will never be emulated. No level in CC2 or even CC2LP1 uses blue
// teleporters wired into logic gates, so even the ordering is not interesting imo.)
// Anyway, let's do a breadth-first search for teleporters.
let walked_circuits = new Set;
let candidate_teleporters = new Set;
let circuits = me.circuits;
for (let i = 0; i < circuits.length; i++) {
let circuit = circuits[i];
if (! circuit || walked_circuits.has(circuit))
continue;
walked_circuits.add(circuit);
for (let [tile, edges] of circuit.tiles.entries()) {
if (tile.type === me.type || tile.type.name === 'teleport_blue_exit') {
candidate_teleporters.add(tile);
}
else if (tile.type.name === 'logic_gate' && ! circuit.inputs.get(tile)) {
// This logic gate is functioning as an output, so walk through it and also
// trace any circuits that treat it as an input (as long as those circuits
// are currently powered)
for (let subcircuit of tile.circuits) {
if (subcircuit && subcircuit.is_powered && subcircuit.inputs.get(tile)) {
circuits.push(subcircuit);
}
}
}
}
}
// Now that we have a set of candidate destinations, sort it in reverse reading order,
// starting from ourselves. Easiest way to do this is to make a map of cell indices,
// shifted so that we're at zero, then sort in reverse
let dest_indices = new Map;
let our_index = me.cell.x + me.cell.y * level.size_x;
let level_size = level.size_x * level.size_y;
for (let dest of candidate_teleporters) {
dest_indices.set(dest, (
(dest.cell.x + dest.cell.y * level.size_x)
- our_index + level_size
) % level_size);
}
let found = Array.from(candidate_teleporters);
found.sort((a, b) => dest_indices.get(b) - dest_indices.get(a));
for (let dest of found) {
yield [dest, exit_direction];
}
},
},
teleport_blue_exit: {
layer: LAYERS.terrain,
contains_wire: true,
wire_propagation_mode: 'all',
},
teleport_red: {
layer: LAYERS.terrain,
slide_mode: 'teleport',
contains_wire: true,
wire_propagation_mode: 'none',
allow_player_override: true,
on_begin(me, level) {
// FIXME must be connected to something that can convey current: a wire, a switch, a
// blue teleporter, etc; NOT nothing, a wall, a transmogrifier, a force floor, etc.
// this is also how blue teleporters, transmogrifiers, and railroads work!
update_wireable(me, level);
},
*teleport_dest_order(me, level, other) {
// Wired red teleporters can be turned off, which disconnects them from every other red
// teleporter (but they still teleport to themselves).
// A red teleporter is considered wired only if it has wires itself. However, CC2 also
// has the bizarre behavior of NOT considering a red teleporter wired if none of its
// wires are directly connected to another neighboring wire.
let iterable;
if (me.is_active) {
iterable = find_terrain_linear(level, me.cell, new Set(['teleport_red']));
}
else {
iterable = [[me, me.cell]];
}
let exit_direction = other.direction;
for (let [tile, cell] 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 === false ? 'inactive' : 'active';
},
},
teleport_green: {
layer: LAYERS.terrain,
slide_mode: 'teleport',
*teleport_dest_order(me, level, other) {
// The CC2 green teleporter scheme is:
// 1. Use the PRNG to pick another green teleporter
// 2. Use the PRNG to pick an exit direction
// 3. Search the selected exit teleporter for a viable exit direction
// 4. If that doesn't work, continue searching green teleporters in reading order
// 5. When we reach the entry teleporter, stop and give up
// This means that completely blocked green teleporters are skipped, BUT if the only
// available teleporters are between the entry and chosen exit, they'll never be tried.
// Also, due to what appears to be a bug, CC2 picks an index from among all other
// teleporters, but then only iterates over "unclogged" ones (those without actors on
// them) to find that particular teleporter. Since the list of unclogged ones includes
// the source, this means some rolls will fail to teleport entirely, even if the next
// teleporter in RRO is open.
// This is clearly buggy as hell, so it's squirrelled away behind a compat option.
// This iterator starts on the /next/ teleporter, so we appear last, and we can index
// from zero to the second-to-last element.
let all = Array.from(find_terrain_linear(level, me.cell, new Set(['teleport_green'])));
if (all.length <= 1) {
// If this is the only teleporter, just walk out the other side — and, crucially, do
// NOT advance the PRNG
yield [me, other.direction];
return;
}
let start_index = level.prng() % (all.length - 1);
// Also pick the initial exit direction
let exit_direction = DIRECTION_ORDER[level.prng() % 4];
let candidates;
all = all.map(([tile, cell]) => tile);
if (level.compat.green_teleports_can_fail) {
// CC2 bug emulation: only look through "unclogged" exits
candidates = all.filter(tile => tile === me || ! tile.cell.get_actor());
start_index %= candidates.length;
}
else {
candidates = all;
}
for (let i = 0; i < candidates.length; i++) {
let index = start_index + i;
if (index === candidates.length - 1)
// This is us, skip for now
continue;
if (level.compat.green_teleports_can_fail) {
// CC2: Only check from the selected teleporter to the entrance
if (index >= candidates.length)
break;
}
else {
// Lexy: Try them all, only stopping once we loop back to our first choice
index %= candidates.length;
}
let target = candidates[index];
// Green teleporters allow exiting in any direction, similar to red
yield [target, exit_direction];
yield [target, DIRECTIONS[exit_direction].right];
yield [target, DIRECTIONS[exit_direction].opposite];
yield [target, DIRECTIONS[exit_direction].left];
}
// We've circled back around to our entry teleporter; give up
yield [me, other.direction];
return;
},
},
teleport_yellow: {
layer: LAYERS.terrain,
item_priority: PICKUP_PRIORITIES.always,
slide_mode: 'teleport',
allow_player_override: true,
*teleport_dest_order(me, level, other) {
let exit_direction = other.direction;
for (let [dest, cell] of find_terrain_linear(level, me.cell, new Set(['teleport_yellow']), true)) {
yield [dest, exit_direction];
}
},
},
// Flame jet rules:
// - State toggles /while/ an orange button is held or wire current is received
// - Multiple such inputs cancel each other out
// - Gray button toggles it permanently
flame_jet_off: {
layer: LAYERS.terrain,
activate(me, level) {
level.transmute_tile(me, 'flame_jet_on');
// Do NOT immediately nuke anything on us, or it'd be impossible to push a block off an
// adjacent orange button; this is probably why flame jets kill on tics
},
on_gray_button(me, level) {
me.type.activate(me, level);
},
on_power(me, level) {
me.type.activate(me, level);
},
},
flame_jet_on: {
layer: LAYERS.terrain,
activate(me, level) {
level.transmute_tile(me, 'flame_jet_off');
},
on_gray_button(me, level) {
me.type.activate(me, level);
},
on_power(me, level) {
me.type.activate(me, level);
},
on_stand(me, level, other) {
// Note that (dirt?) blocks, fireballs, and anything with fire boots are immune
// TODO would be neat if this understood "ignores anything with fire immunity" but that
// might be a bit too high-level for this game
level.kill_actor(other, me, 'explosion', 'bomb', 'burned');
},
},
electrified_floor: {
layer: LAYERS.terrain,
wire_propagation_mode: 'all',
on_begin(me, level) {
level._set_tile_prop(me, 'is_active', false);
level._set_tile_prop(me, 'wire_directions', 15);
level.recalculate_circuitry_next_wire_phase = true;
},
on_stand(me, level, other) {
if (! me.is_active)
return;
level.kill_actor(other, me, 'explosion', 'bomb', 'electrocuted');
},
on_power(me, level) {
level._set_tile_prop(me, 'is_active', true);
},
on_depower(me, level) {
level._set_tile_prop(me, 'is_active', false);
},
on_death(me, level) {
//needs to be called by transmute_tile to ttl and by dynamite_lit before remove_tile
//need to remove our wires since they're an implementation detail
level._set_tile_prop(me, 'wire_directions', 0);
level.recalculate_circuitry_next_wire_phase = true;
},
visual_state(me) {
return me && me.is_active ? 'active' : 'inactive';
},
},
// ------------------------------------------------------------------------------------------------
// Buttons
button_blue: {
layer: LAYERS.terrain,
do_button(level) {
// Flip direction of all blue tanks
for (let actor of level.actors) {
// TODO generify somehow??
if (actor.type.name !== 'tank_blue')
continue;
if (! level.compat.tanks_always_obey_button &&
(actor.slide_mode || actor.cell.has('cloner')))
{
continue;
}
level._set_tile_prop(actor, 'pending_reverse', ! actor.pending_reverse);
}
},
on_arrive(me, level, other) {
level.sfx.play_once('button-press', me.cell);
me.type.do_button(level);
},
on_depart(me, level, other) {
level.sfx.play_once('button-release', me.cell);
},
visual_state: button_visual_state,
},
button_yellow: {
layer: LAYERS.terrain,
on_arrive(me, level, other) {
level.sfx.play_once('button-press', me.cell);
for (let actor of level.actors) {
if (actor.type.name === 'tank_yellow') {
level._set_tile_prop(actor, 'pending_decision', other.direction);
}
}
},
on_depart(me, level, other) {
level.sfx.play_once('button-release', me.cell);
},
},
button_green: {
layer: LAYERS.terrain,
do_button(level) {
level.pending_green_toggle = ! level.pending_green_toggle;
},
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: new Set(['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: new Set(['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,
contains_wire: true,
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,
contains_wire: true,
is_power_source: true,
wire_propagation_mode: 'cross',
get_emitting_edges(me, level) {
// TODO weird and inconsistent with pink buttons, but cc2 has a single-frame delay here!
// We emit current as long as there's NOT an actor fully on us
let actor = me.cell.get_actor();
let held = (actor && actor.movement_cooldown === 0);
if (me.is_first_frame) {
held = ! held;
level._set_tile_prop(me, 'is_first_frame', false);
}
if (held) {
return 0;
}
else {
return me.wire_directions;
}
},
on_arrive(me, level, other) {
level._set_tile_prop(me, 'is_first_frame', true);
level.sfx.play_once('button-press', me.cell);
},
on_depart(me, level, other) {
level._set_tile_prop(me, 'is_first_frame', true);
level.sfx.play_once('button-release', me.cell);
},
visual_state: button_visual_state,
},
button_gray: {
layer: LAYERS.terrain,
on_arrive(me, level, other) {
level.sfx.play_once('button-press', me.cell);
for (let x = Math.max(0, me.cell.x - 2); x <= Math.min(level.width - 1, me.cell.x + 2); x++) {
for (let y = Math.max(0, me.cell.y - 2); y <= Math.min(level.height - 1, me.cell.y + 2); y++) {
let cell = level.cell(x, y);
// TODO wait is this right
if (cell === me.cell)
continue;
for (let tile of cell) {
if (tile && tile.type.on_gray_button) {
tile.type.on_gray_button(tile, level);
}
}
}
}
},
on_depart(me, level, other) {
level.sfx.play_once('button-release', me.cell);
},
visual_state: button_visual_state,
},
// Logic gates, all consolidated into a single tile type
logic_gate: {
// gate_type: not, and, or, xor, nand, latch-cw, latch-ccw, counter, bogus
_gate_types: {
not: ['out0', null, 'in0', null],
diode: ['out0', null, 'in0', null],
and: ['out0', 'in0', null, 'in1'],
or: ['out0', 'in0', null, 'in1'],
xor: ['out0', 'in0', null, 'in1'],
nand: ['out0', 'in0', null, 'in1'],
// in0 is the trigger, in1 is the input
'latch-cw': ['out0', 'in0', null, 'in1'],
// in0 is the input, in1 is the trigger
'latch-ccw': ['out0', 'in0', null, 'in1'],
// inputs: inc, dec; outputs: overflow, underflow
counter: ['out1', 'in0', 'in1', 'out0'],
},
layer: LAYERS.terrain,
is_power_source: true,
on_ready(me, level) {
me.gate_def = me.type._gate_types[me.gate_type];
if (me.gate_type === 'latch-cw' || me.gate_type === 'latch-ccw') {
me.memory = false;
}
else if (me.gate_type === 'counter') {
me.memory = me.memory ?? 0;
me.incrementing = false;
me.decrementing = false;
me.underflowing = false;
me.direction = 'north';
}
},
// Returns [in0, in1, out0, out1] as directions
get_wires(me) {
let gate_def = me.type._gate_types[me.gate_type];
let dir = me.direction;
let ret = [null, null, null, null];
for (let i = 0; i < 4; i++) {
let cxn = gate_def[i];
let dirinfo = DIRECTIONS[dir];
if (cxn === 'in0') {
ret[0] = dir;
}
else if (cxn === 'in1') {
ret[1] = dir;
}
else if (cxn === 'out0') {
ret[2] = dir;
}
else if (cxn === 'out1') {
ret[3] = dir;
}
dir = dirinfo.right;
}
return ret;
},
get_emitting_edges(me, level) {
// Collect which of our edges are powered, in clockwise order starting from our
// direction, matching _gate_types
let input0 = false, input1 = false;
let output0 = false, output1 = false;
let outbit0 = 0, outbit1 = 0;
let dir = me.direction;
for (let i = 0; i < 4; i++) {
let cxn = me.gate_def[i];
let dirinfo = DIRECTIONS[dir];
if (cxn === 'in0') {
input0 = (me.powered_edges & dirinfo.bit) !== 0;
}
else if (cxn === 'in1') {
input1 = (me.powered_edges & dirinfo.bit) !== 0;
}
else if (cxn === 'out0') {
outbit0 = dirinfo.bit;
}
else if (cxn === 'out1') {
outbit1 = dirinfo.bit;
}
dir = dirinfo.right;
}
if (me.gate_type === 'not') {
output0 = ! input0;
}
else if (me.gate_type === 'diode') {
output0 = input0;
}
else if (me.gate_type === 'and') {
output0 = input0 && input1;
}
else if (me.gate_type === 'or') {
output0 = input0 || input1;
}
else if (me.gate_type === 'xor') {
output0 = input0 !== input1;
}
else if (me.gate_type === 'nand') {
output0 = ! (input0 && input1);
}
else if (me.gate_type === 'latch-cw') {
if (input0) {
level._set_tile_prop(me, 'memory', input1);
}
output0 = me.memory;
}
else if (me.gate_type === 'latch-ccw') {
if (input1) {
level._set_tile_prop(me, 'memory', input0);
}
output0 = me.memory;
}
else if (me.gate_type === 'counter') {
let inc = input0 && ! me.incrementing;
let dec = input1 && ! me.decrementing;
let mem = me.memory;
if (inc || dec) {
level._set_tile_prop(me, 'underflowing', false);
}
if (inc && ! dec) {
mem++;
if (mem > 9) {
mem = 0;
output0 = true;
}
}
else if (dec && ! inc) {
mem--;
if (mem < 0) {
mem = 9;
// Underflow is persistent until the next pulse
level._set_tile_prop(me, 'underflowing', true);
}
}
output1 = me.underflowing;
level._set_tile_prop(me, 'memory', mem);
level._set_tile_prop(me, 'incrementing', input0);
level._set_tile_prop(me, 'decrementing', input1);
}
return (output0 ? outbit0 : 0) | (output1 ? outbit1 : 0);
},
visual_state(me) {
return me.gate_type;
},
},
// Light switches, kinda like the pink/black buttons but persistent
light_switch_off: {
layer: LAYERS.terrain,
contains_wire: true,
is_power_source: true,
wire_propagation_mode: 'none',
get_emitting_edges(me, level) {
// TODO weird and inconsistent with pink buttons, but cc2 has a single-frame delay here!
if (me.is_first_frame) {
level._set_tile_prop(me, 'is_first_frame', false);
return me.wire_directions;
}
return 0;
},
on_arrive(me, level, other) {
// TODO distinct sfx? more clicky?
level.sfx.play_once('button-press', me.cell);
level.transmute_tile(me, 'light_switch_on');
level._set_tile_prop(me, 'is_first_frame', true);
},
},
light_switch_on: {
layer: LAYERS.terrain,
contains_wire: true,
is_power_source: true,
wire_propagation_mode: 'none',
get_emitting_edges(me, level) {
// TODO weird and inconsistent with pink buttons, but cc2 has a single-frame delay here!
if (me.is_first_frame) {
level._set_tile_prop(me, 'is_first_frame', false);
return 0;
}
return me.wire_directions;
},
on_arrive(me, level, other) {
level.sfx.play_once('button-press', me.cell);
level.transmute_tile(me, 'light_switch_off');
level._set_tile_prop(me, 'is_first_frame', true);
},
},
// LL tile: circuit block, overrides the wiring on the floor below (if any)
circuit_block: {
layer: LAYERS.actor,
collision_mask: COLLISION.block_cc2,
blocks_collision: COLLISION.all,
item_pickup_priority: PICKUP_PRIORITIES.never,
is_actor: true,
is_block: true,
contains_wire: true,
wire_propagation_mode: 'autocross',
can_reverse_on_railroad: true,
movement_speed: 4,
on_clone(me, original) {
me.wire_directions = original.wire_directions;
},
on_starting_move(me, level) {
level._set_tile_prop(me, 'powered_edges', 0);
level.recalculate_circuitry_next_wire_phase = true;
},
on_finishing_move(me, level) {
level.recalculate_circuitry_next_wire_phase = true;
},
},
// Time alteration
stopwatch_bonus: {
layer: LAYERS.item,
blocks_collision: COLLISION.block_cc1 | COLLISION.monster_typical,
item_priority: PICKUP_PRIORITIES.real_player,
on_pickup(me, level, other) {
level.sfx.play_once('get-stopwatch-bonus', me.cell);
level.adjust_timer(+10);
return true;
},
},
stopwatch_penalty: {
layer: LAYERS.item,
blocks_collision: COLLISION.block_cc1 | COLLISION.monster_typical,
item_priority: PICKUP_PRIORITIES.real_player,
on_pickup(me, level, other) {
level.sfx.play_once('get-stopwatch-penalty', me.cell);
level.adjust_timer(-10);
return true;
},
},
stopwatch_toggle: {
layer: LAYERS.item,
blocks_collision: COLLISION.block_cc1 | COLLISION.monster_typical,
item_priority: PICKUP_PRIORITIES.player,
on_pickup(me, level, other) {
level.sfx.play_once('get-stopwatch-toggle', me.cell);
level.pause_timer();
return false;
},
},
// ------------------------------------------------------------------------------------------------
// Critters
bug: {
...COMMON_MONSTER,
collision_mask: COLLISION.bug,
decide_movement(me, level) {
// always try turning as left as possible, and fall back to less-left turns
let d = DIRECTIONS[me.direction];
return [d.left, me.direction, d.right, d.opposite];
},
},
paramecium: {
...COMMON_MONSTER,
decide_movement(me, level) {
// always try turning as right as possible, and fall back to less-right turns
let d = DIRECTIONS[me.direction];
return [d.right, me.direction, d.left, d.opposite];
},
},
ball: {
...COMMON_MONSTER,
decide_movement(me, level) {
// preserve current direction; if that doesn't work, bounce back the way we came
let d = DIRECTIONS[me.direction];
return [me.direction, d.opposite];
},
},
walker: {
...COMMON_MONSTER,
decide_movement(me, level) {
// preserve current direction; if that doesn't work, pick a random direction, even the
// one we failed to move in (but ONLY then; important for RNG sync)
return [
me.direction,
() => {
let direction = me.direction;
let num_turns = level.prng() % 4;
for (let i = 0; i < num_turns; i++) {
direction = DIRECTIONS[direction].right;
}
return direction;
},
];
},
},
tank_blue: {
...COMMON_MONSTER,
decide_movement(me, level) {
// always keep moving forward, but reverse if the flag is set
let direction = me.direction;
if (me.pending_reverse) {
direction = DIRECTIONS[me.direction].opposite;
level._set_tile_prop(me, 'pending_reverse', false);
}
if (me.cell.has('cloner')) {
// Tanks on cloners should definitely ignore the flag, but we clear it first
// TODO feels clumsy
return null;
}
return [direction];
},
},
tank_yellow: {
...COMMON_MONSTER,
collision_mask: COLLISION.yellow_tank,
pushes: COMMON_PUSHES,
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, but they DO turn regardless
// XXX consider a compat flag; this is highly unintuitive to me
level.set_actor_direction(me, decision);
return [decision, null];
}
else {
return null;
}
},
},
blob: {
...COMMON_MONSTER,
movement_speed: 8,
skip_decision_time_collision_check: true,
decide_movement(me, level) {
// move completely at random
let d;
if (level.compat.blobs_use_tw_prng) {
d = level.tw_prng_random4();
}
else {
let modifier = level.get_blob_modifier();
d = (level.prng() + modifier) % 4;
}
return [DIRECTION_ORDER[d]];
},
},
teeth: {
...COMMON_MONSTER,
movement_parity: 2,
decide_movement(me, level) {
let preference = pursue_player(me, level);
if (preference && level.player.type.name === 'player2') {
// Run away from Cerise
for (let [i, direction] of preference.entries()) {
preference[i] = DIRECTIONS[direction].opposite;
}
}
return preference;
},
},
teeth_timid: {
...COMMON_MONSTER,
movement_parity: 2,
decide_movement(me, level) {
let preference = pursue_player(me, level);
if (preference && level.player.type.name === 'player') {
// Run away from Lexy
for (let [i, direction] of preference.entries()) {
preference[i] = DIRECTIONS[direction].opposite;
}
}
return preference;
},
},
fireball: {
...COMMON_MONSTER,
collision_mask: COLLISION.fireball,
ignores: new Set(['fire', 'flame_jet_on']),
decide_movement(me, level) {
// turn right: preserve current direction; if that doesn't work, turn right, then left,
// then back the way we came
let d = DIRECTIONS[me.direction];
return [me.direction, d.right, d.left, d.opposite];
},
},
glider: {
...COMMON_MONSTER,
ignores: new Set(['water', 'turtle']), // doesn't cause turtles to disappear
decide_movement(me, level) {
// turn left: preserve current direction; if that doesn't work, turn left, then right,
// then back the way we came
let d = DIRECTIONS[me.direction];
return [me.direction, d.left, d.right, d.opposite];
},
},
ghost: {
...COMMON_MONSTER,
collision_mask: COLLISION.ghost,
item_pickup_priority: PICKUP_PRIORITIES.normal,
ignores: new Set([
'bomb', 'green_bomb',
'water',
'ice', 'ice_nw', 'ice_ne', 'ice_sw', 'ice_se', 'cracked_ice',
'force_floor_n', 'force_floor_s', 'force_floor_e', 'force_floor_w', 'force_floor_all',
// Ghosts don't activate swivels or popwalls
'popwall', 'swivel_nw', 'swivel_ne', 'swivel_se', 'swivel_sw',
'hole', 'cracked_floor',
]),
// TODO ignores /most/ walls. collision is basically completely different. has a regular inventory, except red key. good grief
decide_movement(me, level) {
// turn left: preserve current direction; if that doesn't work, turn left, then right,
// then back the way we came (same as glider)
// TODO weird cc2 quirk: ghosts can't turn on ice, and FIXME they stop if they have cleats
if (me.cell.get_terrain().type.slide_mode === 'ice') {
return [me.direction];
}
let d = DIRECTIONS[me.direction];
return [me.direction, d.left, d.right, d.opposite];
},
},
floor_mimic: {
...COMMON_MONSTER,
movement_parity: 4,
decide_movement: pursue_player,
},
rover: {
...COMMON_MONSTER,
collision_mask: COLLISION.rover,
item_pickup_priority: PICKUP_PRIORITIES.normal,
can_reveal_walls: true,
movement_speed: 8,
movement_parity: 2,
pushes: COMMON_PUSHES,
on_ready(me, level) {
me.current_emulatee = 0;
me.attempted_moves = 0;
},
on_clone(me, original) {
me.current_emulatee = 0;
me.attempted_moves = 0;
},
_emulatees: ['teeth', 'glider', 'bug', 'ball', 'teeth_timid', 'fireball', 'paramecium', 'walker'],
decide_movement(me, level) {
level._set_tile_prop(me, 'attempted_moves', me.attempted_moves + 1);
if (me.attempted_moves >= 32) {
level._set_tile_prop(me, 'attempted_moves', 0);
level._set_tile_prop(me, 'current_emulatee', (me.current_emulatee + 1) % me.type._emulatees.length);
}
let emulatee = me.type._emulatees[me.current_emulatee];
return TILE_TYPES[emulatee].decide_movement(me, level);
},
visual_state(me) {
if (me && me.current_emulatee !== undefined) {
return me.type._emulatees[me.current_emulatee];
}
else {
return 'inert';
}
},
},
// Keys, whose behavior varies
key_red: {
// Red key is only picked up by players and doppelgangers
layer: LAYERS.item,
item_priority: PICKUP_PRIORITIES.player,
is_item: true,
is_key: true,
},
key_blue: {
// Blue key is picked up by all actors except CC2 blocks
layer: LAYERS.item,
item_priority: PICKUP_PRIORITIES.always,
is_item: true,
is_key: true,
},
key_yellow: {
layer: LAYERS.item,
is_item: true,
is_key: true,
// FIXME ok this is ghastly
blocks_collision: COLLISION.block_cc1 | COLLISION.monster_typical,
item_priority: PICKUP_PRIORITIES.normal,
},
key_green: {
layer: LAYERS.item,
is_item: true,
is_key: true,
blocks_collision: COLLISION.block_cc1 | COLLISION.monster_typical,
item_priority: PICKUP_PRIORITIES.normal,
},
// Boots
// TODO note: ms allows blocks to pass over tools
cleats: {
...COMMON_TOOL,
item_ignores: new Set(['ice', 'ice_nw', 'ice_ne', 'ice_sw', 'ice_se']),
// XXX this is literally the only definition of slide_ignores
item_slide_ignores: new Set(['cracked_ice']),
},
suction_boots: {
...COMMON_TOOL,
item_ignores: new Set([
'force_floor_n',
'force_floor_s',
'force_floor_e',
'force_floor_w',
'force_floor_all',
]),
},
fire_boots: {
...COMMON_TOOL,
// Note that these do NOT ignore fire because of the ghost interaction
// XXX starting to wonder if this is even useful really
item_ignores: new Set(['flame_jet_on']),
},
flippers: {
...COMMON_TOOL,
item_ignores: new Set(['water']),
},
hiking_boots: {
...COMMON_TOOL,
item_ignores: new Set(['sand']),
// FIXME uhh these "ignore" that dirt and gravel block us, but they don't ignore the on_arrive, so, uhhhh
},
// Other tools
dynamite: {
...COMMON_TOOL,
on_depart(me, level, other) {
if (other.type.is_real_player && ! me.cell.get_item_mod()) {
// FIXME wiki just says about 4.3 seconds; more likely this is exactly 255 frames
level._set_tile_prop(me, 'timer', 85);
level.transmute_tile(me, 'dynamite_lit');
// Actors are expected to have this, so populate it
level._set_tile_prop(me, 'movement_cooldown', 0);
level.add_actor(me);
// Dynamite inherits a copy of the player's inventory, which largely doesn't matter
// except for suction boots, helmet, or lightning bolt; keys can't matter because
// dynamite is blocked by doors
if (other.toolbelt) {
level._set_tile_prop(me, 'toolbelt', [...other.toolbelt]);
}
// Dynamite that lands on a force floor is moved by it, and dynamite that lands on a
// button holds it down
// TODO is there anything this should NOT activate?
level.step_on_cell(me, me.cell);
}
},
},
dynamite_lit: {
layer: LAYERS.actor,
is_actor: true,
is_monster: true,
collision_mask: COLLISION.block_cc1,
blocks_collision: COLLISION.all,
item_pickup_priority: PICKUP_PRIORITIES.always,
movement_speed: 4,
// FIXME especially for buttons, destroyed actors should on_depart (behind compat flag)
decide_movement(me, level) {
level._set_tile_prop(me, 'timer', me.timer - 1);
if (me.timer > 0)
return null;
// Kaboom! Blow up a 5x5 square
level.sfx.play_once('bomb', me.cell);
let x = me.cell.x, y = me.cell.y;
for (let dx = -2; dx <= 2; dx++) {
for (let dy = -2; dy <= 2; dy++) {
// Exclude the far corners
if (Math.abs(dx) + Math.abs(dy) >= 4)
continue;
let cell = level.cell(x + dx, y + dy);
if (! cell)
continue;
let actor = cell.get_actor();
let terrain = cell.get_terrain();
let removed_anything;
for (let layer = LAYERS.MAX - 1; layer >= 0; layer--) {
let tile = cell[layer];
if (! tile)
continue;
// Terrain is transmuted afterwards; VFX are left alone; actors are killed
// after the loop (which also allows the glass block to safely drop an item)
if (tile.type.layer === LAYERS.terrain ||
tile.type.layer === LAYERS.actor ||
tile.type.layer === LAYERS.vfx)
{
continue;
}
// Anything else is destroyed
level.remove_tile(tile);
removed_anything = true;
// Canopy protects everything else
if (tile.type.name === 'canopy') {
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' ||
terrain.type.name === 'hole' || terrain.type.name === 'floor_ankh')
{
// do nothing
}
else if (terrain.type.name === 'cracked_floor') {
level.transmute_tile(terrain, 'hole');
removed_anything = true;
}
else {
// Super duper weird special case: both CC2 and LL precompute the wiring
// layout, and as a fun side effect, a destroyed blue teleporter becomes
// a floor tile that can genuinely conduct in all four directions.
// (The red teleporter, similarly, inhibits current.)
// This doesn't require any real logic changes, but for readability,
// inform the renderer.
if (terrain.type.wire_propagation_mode) {
level._set_tile_prop(terrain, 'wire_propagation_mode',
terrain.type.wire_propagation_mode);
}
level.transmute_tile(terrain, 'floor');
removed_anything = true;
}
}
if (actor) {
level.kill_actor(actor, me, 'explosion');
}
else if (removed_anything && ! cell.get_actor()) {
level.spawn_animation(cell, 'explosion');
}
else {
// Extension: Show the entire blast radius every time
level.spawn_animation(cell, 'explosion_nb');
}
}
}
return null;
},
visual_state(me) {
// 0 1 2 3 4
return Math.min(4, Math.max(0, Math.floor((me.timer ?? 0) / TICS_PER_SECOND)));
},
},
bowling_ball: {
...COMMON_TOOL,
on_drop(level) {
return 'rolling_ball';
},
},
rolling_ball: {
layer: LAYERS.actor,
is_actor: true,
is_monster: true,
can_reveal_walls: true,
collision_mask: COLLISION.bowling_ball,
blocks_collision: COLLISION.bowling_ball,
item_pickup_priority: PICKUP_PRIORITIES.normal,
// FIXME do i start moving immediately when dropped, or next turn?
movement_speed: 4,
decide_movement(me, level) {
return [me.direction];
},
on_approach(me, level, other) {
// Blow up anything that runs into us
level.kill_actor(other, me, 'explosion');
level.kill_actor(me, me, 'explosion', 'bomb');
},
on_blocked(me, level, direction, obstacle) {
// Blow up anything we run into
if (obstacle && obstacle.type.is_actor) {
level.kill_actor(obstacle, me, 'explosion');
}
else if (me.is_sliding || me._clone_release) {
// Sliding bowling balls don't blow up if they hit a regular wall, and neither do
// bowling balls in the process of being released from a cloner
return;
}
level.sfx.play_once('bomb', me.cell);
level.transmute_tile(me, 'explosion');
},
},
xray_eye: {
...COMMON_TOOL,
},
helmet: {
...COMMON_TOOL,
},
railroad_sign: {
...COMMON_TOOL,
},
foil: {
...COMMON_TOOL,
},
lightning_bolt: {
...COMMON_TOOL,
item_ignores: new Set(['electrified_floor']),
},
speed_boots: {
...COMMON_TOOL,
},
bribe: {
...COMMON_TOOL,
},
hook: {
...COMMON_TOOL,
},
skeleton_key: {
...COMMON_TOOL,
},
ankh: {
...COMMON_TOOL,
on_depart(me, level, other) {
let terrain = me.cell.get_terrain();
if (other.type.is_real_player && terrain && terrain.type.name === 'floor' &&
terrain.wire_directions === 0 && terrain.wire_tunnel_directions === 0)
{
if (level.ankh_tile) {
level.transmute_tile(level.ankh_tile, 'floor');
level.spawn_animation(level.ankh_tile.cell, 'puff');
}
let old_tile = level.ankh_tile;
level.ankh_tile = terrain;
level._push_pending_undo(() => {
level.ankh_tile = old_tile;
});
level.transmute_tile(terrain, 'floor_ankh');
// TODO some kinda vfx + sfx
level.remove_tile(me);
}
},
},
floor_ankh: {
layer: LAYERS.terrain,
blocks_collision: COLLISION.all_but_real_player,
},
// Progression
player: {
layer: LAYERS.actor,
is_actor: true,
is_player: true,
is_real_player: true,
collision_mask: COLLISION.real_player1,
blocks_collision: COLLISION.all,
item_pickup_priority: PICKUP_PRIORITIES.real_player,
can_reveal_walls: true,
movement_speed: 4,
pushes: COMMON_PUSHES,
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.all,
item_pickup_priority: PICKUP_PRIORITIES.real_player,
can_reveal_walls: true,
movement_speed: 4,
ignores: new Set(['ice', 'ice_nw', 'ice_ne', 'ice_sw', 'ice_se', 'cracked_ice', 'cracked_floor']),
pushes: COMMON_PUSHES,
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,
skip_decision_time_collision_check: true,
item_pickup_priority: PICKUP_PRIORITIES.player,
can_reveal_walls: true, // XXX i think?
movement_speed: 4,
pushes: COMMON_PUSHES,
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,
skip_decision_time_collision_check: true,
item_pickup_priority: PICKUP_PRIORITIES.player,
can_reveal_walls: true, // XXX i think?
movement_speed: 4,
ignores: new Set(['ice', 'ice_nw', 'ice_ne', 'ice_sw', 'ice_se', 'cracked_ice', 'cracked_floor']),
pushes: COMMON_PUSHES,
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_typical,
item_priority: PICKUP_PRIORITIES.real_player,
on_pickup(me, level, other) {
level.collect_chip(me);
return true;
},
},
chip_extra: {
layer: LAYERS.item,
is_chip: true,
blocks_collision: COLLISION.block_cc1 | COLLISION.monster_typical,
item_priority: PICKUP_PRIORITIES.real_player,
on_pickup(me, level, other) {
level.collect_chip(me);
return true;
},
},
// Score bonuses; they're picked up as normal EXCEPT by ghosts, but only a real player can
// actually add to the player's bonus
score_10: {
layer: LAYERS.item,
blocks_collision: COLLISION.block_cc1 | COLLISION.monster_typical,
item_priority: PICKUP_PRIORITIES.normal,
on_pickup(me, level, other) {
if (other.type.name === 'ghost')
return false;
if (other.type.is_real_player) {
level.adjust_bonus(10);
level.sfx.play_once('get-bonus', me.cell);
}
return true;
},
},
score_100: {
layer: LAYERS.item,
blocks_collision: COLLISION.block_cc1 | COLLISION.monster_typical,
item_priority: PICKUP_PRIORITIES.normal,
on_pickup(me, level, other) {
if (other.type.name === 'ghost')
return false;
if (other.type.is_real_player) {
level.adjust_bonus(100);
level.sfx.play_once('get-bonus', me.cell);
}
return true;
},
},
score_1000: {
layer: LAYERS.item,
blocks_collision: COLLISION.block_cc1 | COLLISION.monster_typical,
item_priority: PICKUP_PRIORITIES.normal,
on_pickup(me, level, other) {
if (other.type.name === 'ghost')
return false;
if (other.type.is_real_player) {
level.adjust_bonus(1000);
level.sfx.play_once('get-bonus', me.cell);
}
return true;
},
},
score_2x: {
layer: LAYERS.item,
blocks_collision: COLLISION.block_cc1 | COLLISION.monster_typical,
item_priority: PICKUP_PRIORITIES.normal,
on_pickup(me, level, other) {
if (other.type.name === 'ghost')
return false;
if (other.type.is_real_player) {
level.adjust_bonus(0, 2);
level.sfx.play_once('get-bonus2', me.cell);
}
return true;
},
},
score_5x: {
layer: LAYERS.item,
blocks_collision: COLLISION.block_cc1 | COLLISION.monster_typical,
item_priority: PICKUP_PRIORITIES.normal,
on_pickup(me, level, other) {
if (other.type.name === 'ghost')
return false;
if (other.type.is_real_player) {
level.adjust_bonus(0, 5);
level.sfx.play_once('get-bonus2', me.cell);
}
return true;
},
},
hint: {
layer: LAYERS.terrain,
is_hint: true,
blocks_collision: COLLISION.block_cc1 | COLLISION.monster_typical,
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_typical,
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_typical,
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.sfx.play_once('exit', me.cell);
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);
},
},
// Non-blocking explosion used for better handling edge cases with dynamite and bowling balls,
// without changing gameplay
explosion_nb: {
layer: LAYERS.vfx,
is_actor: true,
collision_mask: 0,
ttl: 16,
},
// 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,
},
fall: {
layer: LAYERS.vfx,
is_actor: true,
collision_mask: 0,
ttl: 4 * 3 + 1,
},
resurrection: {
layer: LAYERS.vfx,
is_actor: true,
collision_mask: 0,
ttl: 4 * 3 + 1,
},
// Invalid tiles that appear in some CCL levels because community level
// designers love to make nonsense
bogus_player_win: {
layer: LAYERS.terrain,
blocks_collision: COLLISION.all,
},
bogus_player_swimming: {
layer: LAYERS.terrain,
blocks_collision: COLLISION.all,
},
bogus_player_drowned: {
layer: LAYERS.terrain,
blocks_collision: COLLISION.all,
},
bogus_player_burned_fire: {
layer: LAYERS.terrain,
blocks_collision: COLLISION.all,
},
bogus_player_burned: {
layer: LAYERS.terrain,
blocks_collision: COLLISION.all,
},
};
// Tell them all their own names
for (let [name, type] of Object.entries(TILE_TYPES)) {
type.name = name;
if (type.layer === undefined ||
type.layer !== Math.floor(type.layer) ||
type.layer >= LAYERS.MAX)
{
console.error(`Tile type ${name} has a bad layer`);
}
if (type.is_actor) {
if (type.collision_mask === undefined)
console.error(`Tile type ${name} is an actor but has no collision mask`);
if (type.ttl === undefined && type.item_pickup_priority === undefined)
console.error(`Tile type ${name} is an actor but has no item pickup priority`);
}
if (type.is_item) {
if (type.item_priority === undefined)
console.error(`Tile type ${name} is an item but has no item priority`);
}
}
export default TILE_TYPES;