lexys-labyrinth/js/tiletypes.js
Eevee (Evelyn Woods) b75253a249 Rearrange actor loop to put movement advancement at the end
I don't know why I ever thought this was a separate pass; I think it was
just the easiest way to make smooth scrolling work when I first
implemented it on like day 2.  Turns out it wasn't ever correct and has
all manner of subtle implications I'll be sorting out for ages.

This does make the turn-based stuff //way// simpler, though.
2020-12-10 18:51:40 -07:00

2368 lines
82 KiB
JavaScript

import { COLLISION, DIRECTIONS, DRAW_LAYERS } from './defs.js';
import { random_choice } from './util.js';
function activate_me(me, level) {
me.type.activate(me, level);
}
function on_ready_force_floor(me, level) {
// At the start of the level, if there's an actor on a force floor:
// - use on_arrive to set the actor's direction
// - set the slide_mode (normally done by the main game loop)
// - item bestowal: if they're being pushed into a wall and standing on an item, pick up the
// item, even if they couldn't normally pick items up
let actor = me.cell.get_actor();
if (! actor)
return;
me.type.on_arrive(me, level, actor);
if (me.type.slide_mode) {
actor.slide_mode = me.type.slide_mode;
}
// Item bestowal
// TODO seemingly lynx/cc2 only pick RFF direction at decision time, but that's in conflict with
// doing this here; decision time hasn't happened yet, but we need to know what direction we're
// moving to know whether bestowal happens? so what IS the cause of item bestowal?
let neighbor = level.get_neighboring_cell(me.cell, actor.direction);
if (! neighbor)
return;
if (! neighbor.blocks_entering(actor, actor.direction, level, true))
return;
let item = me.cell.get_item();
if (! item)
return;
if (level.attempt_take(actor, item) && actor.ignores(me.type.name)) {
// If they just picked up suction boots, they're no longer sliding
// TODO this feels hacky, shouldn't the slide mode be erased some other way?
actor.slide_mode = null;
}
}
function blocks_leaving_thin_walls(me, actor, direction) {
return me.type.thin_walls.has(direction);
}
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 === 'slimed') {
return 'slimed';
}
else if (me.fail_reason) {
return 'failed';
}
else if (me.exited) {
return 'exited';
}
else if (me.cell && (me.previous_cell || me.cell).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';
}
}
// Logic for chasing after the player (or running away); shared by both teeth and mimics
function pursue_player(me, level) {
let player = level.player;
let target_cell = player.cell;
// CC2 behavior (not Lynx (TODO compat?)): pursue the cell the player is leaving, if
// they're still mostly in it
if (player.previous_cell && player.animation_speed &&
player.animation_progress <= player.animation_speed / 2)
{
target_cell = player.previous_cell;
}
let dx = me.cell.x - target_cell.x;
let dy = me.cell.y - target_cell.y;
let preferred_horizontal, preferred_vertical;
if (dx > 0) {
preferred_horizontal = 'west';
}
else if (dx < 0) {
preferred_horizontal = 'east';
}
if (dy > 0) {
preferred_vertical = 'north';
}
else if (dy < 0) {
preferred_vertical = 'south';
}
// Chooses the furthest direction, vertical wins ties
if (Math.abs(dx) > Math.abs(dy)) {
// Horizontal first
return [preferred_horizontal, preferred_vertical].filter(x => x);
}
else {
// Vertical first
return [preferred_vertical, preferred_horizontal].filter(x => x);
}
}
const TILE_TYPES = {
// Floors and walls
floor: {
draw_layer: DRAW_LAYERS.terrain,
},
floor_letter: {
draw_layer: DRAW_LAYERS.terrain,
populate_defaults(me) {
me.overlaid_glyph = "?";
},
},
// TODO possibly this should be a single tile
floor_custom_green: {
draw_layer: DRAW_LAYERS.terrain,
blocks_collision: COLLISION.ghost,
},
floor_custom_pink: {
draw_layer: DRAW_LAYERS.terrain,
blocks_collision: COLLISION.ghost,
},
floor_custom_yellow: {
draw_layer: DRAW_LAYERS.terrain,
blocks_collision: COLLISION.ghost,
},
floor_custom_blue: {
draw_layer: DRAW_LAYERS.terrain,
blocks_collision: COLLISION.ghost,
},
wall: {
draw_layer: DRAW_LAYERS.terrain,
blocks_collision: COLLISION.all_but_ghost,
on_bump(me, level, other) {
if (other.has_item('foil')) {
level.transmute_tile(me, 'steel');
}
},
},
wall_custom_green: {
draw_layer: DRAW_LAYERS.terrain,
blocks_collision: COLLISION.all,
},
wall_custom_pink: {
draw_layer: DRAW_LAYERS.terrain,
blocks_collision: COLLISION.all,
},
wall_custom_yellow: {
draw_layer: DRAW_LAYERS.terrain,
blocks_collision: COLLISION.all,
},
wall_custom_blue: {
draw_layer: DRAW_LAYERS.terrain,
blocks_collision: COLLISION.all,
},
wall_invisible: {
draw_layer: DRAW_LAYERS.terrain,
blocks_collision: COLLISION.all_but_ghost,
on_bump(me, level, other) {
if (other.type.can_reveal_walls) {
level.spawn_animation(me.cell, 'wall_invisible_revealed');
}
},
},
wall_appearing: {
draw_layer: DRAW_LAYERS.terrain,
blocks_collision: COLLISION.all_but_ghost,
on_bump(me, level, other) {
if (other.type.can_reveal_walls) {
level.transmute_tile(me, 'wall');
}
},
},
popwall: {
draw_layer: DRAW_LAYERS.terrain,
blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid,
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: DRAW_LAYERS.terrain,
blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid,
on_depart(me, level, other) {
level.transmute_tile(me, 'popwall');
},
},
// FIXME in a cc1 tileset, these tiles are opaque >:S
thinwall_n: {
draw_layer: DRAW_LAYERS.overlay,
thin_walls: new Set(['north']),
blocks_leaving: blocks_leaving_thin_walls,
},
thinwall_s: {
draw_layer: DRAW_LAYERS.overlay,
thin_walls: new Set(['south']),
blocks_leaving: blocks_leaving_thin_walls,
},
thinwall_e: {
draw_layer: DRAW_LAYERS.overlay,
thin_walls: new Set(['east']),
blocks_leaving: blocks_leaving_thin_walls,
},
thinwall_w: {
draw_layer: DRAW_LAYERS.overlay,
thin_walls: new Set(['west']),
blocks_leaving: blocks_leaving_thin_walls,
},
thinwall_se: {
draw_layer: DRAW_LAYERS.overlay,
thin_walls: new Set(['south', 'east']),
blocks_leaving: blocks_leaving_thin_walls,
},
fake_wall: {
draw_layer: DRAW_LAYERS.terrain,
blocks_collision: COLLISION.all_but_ghost,
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: DRAW_LAYERS.terrain,
blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid,
on_bump(me, level, other) {
if (other.type.can_reveal_walls) {
level.transmute_tile(me, 'floor');
}
},
},
popdown_wall: {
draw_layer: DRAW_LAYERS.terrain,
blocks_collision: COLLISION.all_but_ghost,
},
popdown_floor: {
draw_layer: DRAW_LAYERS.terrain,
blocks_collision: COLLISION.block_cc1 | COLLISION.block_cc2,
// 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: DRAW_LAYERS.terrain,
blocks_collision: COLLISION.block_cc1 | COLLISION.block_cc2,
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: DRAW_LAYERS.terrain,
blocks_collision: COLLISION.player1,
},
no_player2_sign: {
draw_layer: DRAW_LAYERS.terrain,
blocks_collision: COLLISION.player2,
},
steel: {
draw_layer: DRAW_LAYERS.terrain,
blocks_collision: COLLISION.all,
},
canopy: {
draw_layer: DRAW_LAYERS.overlay,
// TODO augh, blobs will specifically not move from one canopy to another
blocks_collision: COLLISION.bug | COLLISION.rover,
},
// Swivel doors
swivel_floor: {
draw_layer: DRAW_LAYERS.terrain,
},
swivel_ne: {
draw_layer: DRAW_LAYERS.overlay,
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: {
draw_layer: DRAW_LAYERS.overlay,
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: {
draw_layer: DRAW_LAYERS.overlay,
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: {
draw_layer: DRAW_LAYERS.overlay,
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: {
draw_layer: DRAW_LAYERS.terrain,
track_order: [
['north', 'east'],
['south', 'east'],
['south', 'west'],
['north', 'west'],
['east', 'west'],
['north', 'south'],
],
populate_defaults(me) {
me.tracks = 0; // bitmask of bits 0-5, corresponding to track order above
// FIXME it's possible to have a switch but no tracks...
me.track_switch = null; // null, or 0-5 indicating the active switched track
// If there's already an actor on us, it's treated as though it entered the tile moving
// in this direction, which is given in the save file and defaults to zero i.e. north
me.entered_direction = 'north';
},
// TODO feel like "ignores" was the wrong idea and there should just be some magic flags for
// particular objects that can be immune to. or maybe those objects should have their own
// implementations of immunity
_is_affected(me, other) {
if (other.type.name === 'ghost')
return false;
if (other.has_item('railroad_sign'))
return false;
return true;
},
*_iter_tracks(me) {
let order = me.type.track_order;
if (me.track_switch !== null) {
// FIXME what happens if the "top" track is not actually a valid track???
yield order[me.track_switch];
}
else {
for (let [i, track] of order.entries()) {
if (me.tracks & (1 << i)) {
yield track;
}
}
}
},
_switch_track(me, level) {
if (me.track_switch !== null) {
let current = me.track_switch;
for (let i = 0, l = me.type.track_order.length; i < l; i++) {
current = (current + 1) % l;
if (me.tracks & (1 << current))
break;
}
level._set_tile_prop(me, 'track_switch', current);
}
},
has_opening(me, direction) {
for (let track of me.type._iter_tracks(me)) {
if (track.indexOf(direction) >= 0) {
return true;
}
}
return false;
},
blocks(me, level, other, direction) {
return me.type._is_affected(me, other) &&
! me.type.has_opening(me, DIRECTIONS[direction].opposite);
},
blocks_leaving(me, other, direction) {
// FIXME needs the same logic as redirect_exit, so that an illegal entrance can't leave
// at all
return me.type._is_affected(me, other) && ! me.type.has_opening(me, direction);
},
on_arrive(me, level, other) {
// FIXME actually this happens even if you have the sign so it shouldn't ignore!!
level._set_tile_prop(me, 'entered_direction', other.direction);
},
on_depart(me, level, other) {
if (other.type.name === 'frame_block') {
// Directional blocks are rotated when they leave
// FIXME this isn't right, they rotate by the difference between their attempted
// move and their redirected move
if (other.direction === DIRECTIONS[me.entered_direction].right) {
let new_arrows = new Set;
for (let arrow of other.arrows) {
new_arrows.add(DIRECTIONS[arrow].right);
}
level._set_tile_prop(other, 'arrows', new_arrows);
}
else if (other.direction === DIRECTIONS[me.entered_direction].left) {
let new_arrows = new Set;
for (let arrow of other.arrows) {
new_arrows.add(DIRECTIONS[arrow].left);
}
level._set_tile_prop(other, 'arrows', new_arrows);
}
}
if (! level.is_cell_wired(me.cell)) {
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: {
draw_layer: DRAW_LAYERS.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: DRAW_LAYERS.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: DRAW_LAYERS.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: DRAW_LAYERS.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: DRAW_LAYERS.terrain,
blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid,
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: DRAW_LAYERS.terrain,
blocks_collision: COLLISION.monster_solid,
blocks(me, level, other) {
return (other.type.name === 'player2' && ! other.has_item('hiking_boots'));
},
},
// Hazards
fire: {
draw_layer: DRAW_LAYERS.terrain,
blocks_collision: COLLISION.monster_solid & ~COLLISION.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: DRAW_LAYERS.terrain,
blocks_collision: COLLISION.ghost,
on_arrive(me, level, other) {
// TODO cc1 allows items under water, i think; water was on the upper layer
level.sfx.play_once('splash', me.cell);
if (other.type.name === 'dirt_block') {
level.transmute_tile(other, 'splash');
level.transmute_tile(me, 'dirt');
}
else if (other.type.name === 'frame_block') {
level.transmute_tile(other, 'splash');
level.transmute_tile(me, 'floor');
}
else if (other.type.name === 'ice_block') {
level.transmute_tile(other, 'splash');
level.transmute_tile(me, 'ice');
}
else if (other.type.is_player) {
level.fail('drowned');
}
else {
level.transmute_tile(other, 'splash');
}
},
},
turtle: {
draw_layer: DRAW_LAYERS.terrain,
blocks_collision: COLLISION.ghost | COLLISION.fireball,
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: DRAW_LAYERS.terrain,
slide_mode: 'ice',
},
ice_sw: {
draw_layer: DRAW_LAYERS.terrain,
thin_walls: new Set(['south', 'west']),
slide_mode: 'ice',
blocks_leaving: blocks_leaving_thin_walls,
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: DRAW_LAYERS.terrain,
thin_walls: new Set(['north', 'west']),
slide_mode: 'ice',
blocks_leaving: blocks_leaving_thin_walls,
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: DRAW_LAYERS.terrain,
thin_walls: new Set(['north', 'east']),
slide_mode: 'ice',
blocks_leaving: blocks_leaving_thin_walls,
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: DRAW_LAYERS.terrain,
thin_walls: new Set(['south', 'east']),
slide_mode: 'ice',
blocks_leaving: blocks_leaving_thin_walls,
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: DRAW_LAYERS.terrain,
slide_mode: 'force',
on_ready: on_ready_force_floor,
on_arrive(me, level, other) {
level.set_actor_direction(other, 'north');
},
activate(me, level) {
level.transmute_tile(me, 'force_floor_s');
},
on_gray_button: activate_me,
on_power: activate_me,
},
force_floor_e: {
draw_layer: DRAW_LAYERS.terrain,
slide_mode: 'force',
on_ready: on_ready_force_floor,
on_arrive(me, level, other) {
level.set_actor_direction(other, 'east');
},
activate(me, level) {
level.transmute_tile(me, 'force_floor_w');
},
on_gray_button: activate_me,
on_power: activate_me,
},
force_floor_s: {
draw_layer: DRAW_LAYERS.terrain,
slide_mode: 'force',
on_ready: on_ready_force_floor,
on_arrive(me, level, other) {
level.set_actor_direction(other, 'south');
},
activate(me, level) {
level.transmute_tile(me, 'force_floor_n');
},
on_gray_button: activate_me,
on_power: activate_me,
},
force_floor_w: {
draw_layer: DRAW_LAYERS.terrain,
slide_mode: 'force',
on_ready: on_ready_force_floor,
on_arrive(me, level, other) {
level.set_actor_direction(other, 'west');
},
activate(me, level) {
level.transmute_tile(me, 'force_floor_e');
},
on_gray_button: activate_me,
on_power: activate_me,
},
force_floor_all: {
draw_layer: DRAW_LAYERS.terrain,
slide_mode: 'force',
on_ready: on_ready_force_floor,
// 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: DRAW_LAYERS.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');
}
else if (other.type.name === 'ghost' || other.type.name === 'blob') {
// No effect
}
else if (other.type.is_player) {
level.fail('slimed');
}
else {
// FIXME needs a sound effect
level.sfx.play_once('splash', me.cell);
level.transmute_tile(other, 'splash_slime');
}
},
},
bomb: {
draw_layer: DRAW_LAYERS.item,
on_ready(me, level) {
// FIXME in cc2 only, actors on a bomb immediately explode, but that's tricky for the
// player since we can't kill them before the game even starts. cc2 just murders them
// instantly. maybe we could do that then
},
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: DRAW_LAYERS.terrain,
blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid,
on_arrive(me, level, other) {
if (level.take_tool_from_actor(other, 'bribe')) {
// TODO bribe sound
return;
}
let lost = level.take_all_tools_from_actor(other);
if (other.type.is_player) {
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: {
draw_layer: DRAW_LAYERS.terrain,
blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid,
on_arrive(me, level, other) {
if (level.take_tool_from_actor(other, 'bribe')) {
// TODO bribe sound
return;
}
let lost = level.take_all_keys_from_actor(other);
if (other.type.is_player) {
if (level.bonus_points > 0) {
lost = true;
}
level.adjust_bonus(0, 0.5);
}
if (lost && other === level.player) {
level.sfx.play_once('thief', me.cell);
}
},
},
no_sign: {
draw_layer: DRAW_LAYERS.item_mod,
item_modifier: 'ignore',
collision_allow: COLLISION.monster_solid,
blocks(me, level, other) {
for (let tile of me.cell) {
if (tile.type.is_item && other.has_item(tile.type.name)) {
return true;
}
}
return false;
},
},
gift_bow: {
draw_layer: DRAW_LAYERS.item_mod,
item_modifier: 'pickup',
},
// Mechanisms
dirt_block: {
draw_layer: DRAW_LAYERS.actor,
collision_mask: COLLISION.block_cc1,
blocks_collision: COLLISION.all,
is_actor: true,
is_block: true,
ignores: new Set(['fire', 'flame_jet_on']),
can_reverse_on_railroad: true,
movement_speed: 4,
},
ice_block: {
draw_layer: DRAW_LAYERS.actor,
collision_mask: COLLISION.block_cc2,
blocks_collision: COLLISION.all,
is_actor: true,
is_block: true,
can_reveal_walls: true,
can_reverse_on_railroad: true,
movement_speed: 4,
pushes: {
ice_block: true,
frame_block: true,
},
},
frame_block: {
// TODO directional, obviously
// TODO floor in water
// TODO destroyed in slime
// TODO rotate on train tracks
draw_layer: DRAW_LAYERS.actor,
collision_mask: COLLISION.block_cc2,
blocks_collision: COLLISION.all,
is_actor: true,
is_block: true,
can_reveal_walls: true,
can_reverse_on_railroad: true,
movement_speed: 4,
allows_push(me, direction) {
return me.arrows && me.arrows.has(direction);
},
pushes: {
dirt_block: true,
ice_block: true,
frame_block: true,
},
},
green_floor: {
draw_layer: DRAW_LAYERS.terrain,
on_gray_button(me, level) {
level.transmute_tile(me, 'green_wall');
},
on_power(me, level) {
me.type.on_gray_button(me, level);
},
},
green_wall: {
draw_layer: DRAW_LAYERS.terrain,
blocks_collision: COLLISION.all_but_ghost,
on_gray_button(me, level) {
level.transmute_tile(me, 'green_floor');
},
on_power(me, level) {
me.type.on_gray_button(me, level);
},
},
green_chip: {
draw_layer: DRAW_LAYERS.item,
is_chip: true,
is_required_chip: true,
blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid,
on_arrive(me, level, other) {
if (other.type.is_real_player) {
level.collect_chip();
level.remove_tile(me);
}
},
// Not affected by gray buttons
},
green_bomb: {
draw_layer: DRAW_LAYERS.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: DRAW_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: {
draw_layer: DRAW_LAYERS.terrain,
blocks_collision: COLLISION.all_but_ghost,
on_gray_button(me, level) {
level.transmute_tile(me, 'purple_floor');
},
on_power(me, level) {
me.type.on_gray_button(me, level);
},
on_depower(me, level) {
me.type.on_gray_button(me, level);
},
},
cloner: {
draw_layer: DRAW_LAYERS.terrain,
// FIXME can also catch bowling balls
blocks_collision: COLLISION.player | COLLISION.block_cc1 | COLLISION.monster_solid,
traps(me, actor) {
return ! actor._clone_release;
},
activate(me, level) {
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;
if (level.take_actor_turn(actor, direction, true)) {
// FIXME add this underneath, just above the cloner, so the new actor is on top
let new_template = new actor.constructor(type, direction);
// TODO maybe make a type method for this
if (type.name === 'frame_block') {
new_template.arrows = new Set(actor.arrows);
}
level.add_tile(new_template, me.cell);
level.add_actor(new_template);
}
delete actor._clone_release;
},
// 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: DRAW_LAYERS.terrain,
add_press_ready(me, level, other) {
// Same as below, but without ejection
me.presses = (me.presses ?? 0) + 1;
},
// Lynx (not cc2): open traps immediately eject their contents on arrival, if possible
add_press(me, level) {
level._set_tile_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) {
// 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_tile_prop(me, 'presses', me.presses - 1);
},
// FIXME also doesn't trap ghosts, is that a special case???
traps(me, actor) {
return ! me.presses;
},
on_power(me, level) {
// Treat being powered or not as an extra kind of brown button press
me.type.add_press(me, level);
},
on_depower(me, level) {
me.type.remove_press(me, level);
},
visual_state(me) {
if (me && me.presses) {
return 'open';
}
else {
return 'closed';
}
},
},
transmogrifier: {
draw_layer: DRAW_LAYERS.terrain,
_mogrifications: {
player: 'player2',
player2: 'player',
doppelganger1: 'doppelganger2',
doppelganger2: 'doppelganger1',
dirt_block: 'ice_block',
ice_block: 'dirt_block',
ball: 'walker',
walker: 'ball',
fireball: 'bug',
bug: 'glider',
glider: 'paramecium',
paramecium: 'fireball',
tank_blue: 'tank_yellow',
tank_yellow: 'tank_blue',
teeth: 'teeth_timid',
teeth_timid: 'teeth',
},
_blob_mogrifications: ['ball', 'walker', 'fireball', 'glider', 'paramecium', 'bug', 'tank_blue', 'teeth', 'teeth_timid'],
// 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)]);
}
},
},
// FIXME blue teleporters transmit current 4 ways. red don't transmit it at all
teleport_blue: {
draw_layer: DRAW_LAYERS.terrain,
teleport_dest_order(me, level, other) {
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
return level.iter_tiles_in_reading_order(me.cell, 'teleport_blue', true);
}
// Wired blue teleports form a network, which means we have to walk all wires from this
// point, 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 seeds = [me.cell];
let found = [];
let seen = new Set;
while (seeds.length > 0) {
console.log(seeds);
let next_seeds = [];
for (let cell of seeds) {
if (seen.has(cell))
continue;
seen.add(cell);
let wired = cell.get_wired_tile();
if (! wired || wired.wire_directions === 0)
continue;
// Check for a blue teleporter
let dest;
for (let tile of cell) {
if (tile.type.name === 'teleport_blue') {
found.push(tile);
break;
}
}
// Search our neighbors
for (let direction of Object.keys(DIRECTIONS)) {
if (! (wired.wire_directions & DIRECTIONS[direction].bit))
continue;
let neighbor = level.get_neighboring_cell(cell, direction);
if (! neighbor || seen.has(neighbor))
continue;
let neighbor_wired = neighbor.get_wired_tile();
if (! neighbor_wired)
continue;
if (! (neighbor_wired.wire_directions & DIRECTIONS[DIRECTIONS[direction].opposite].bit))
continue;
// TODO check for logic gate
// TODO need to know the direction we came in so we can get the right ones
// going out!
// FIXME this needs to understand crossings, and both this and basic wiring
// need to understand how blue/red teleports convey current
next_seeds.push(neighbor);
}
}
seeds = next_seeds;
}
// Now that we have a list of candidate exits, 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 found) {
dest_indices.set(dest, (
(dest.cell.x + dest.cell.y * level.size_x)
- our_index + level_size
) % level_size);
}
found.sort((a, b) => dest_indices.get(b) - dest_indices.get(a));
return found;
},
},
teleport_red: {
draw_layer: DRAW_LAYERS.terrain,
teleport_try_all_directions: true,
teleport_allow_override: true,
_is_active(me) {
return ! (me.wire_directions && (me.cell.powered_edges & me.wire_directions) === 0);
},
*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.
// FIXME implement that, merge current code with is_cell_wired
if (! this._is_active(me)) {
yield me;
return;
}
for (let tile of level.iter_tiles_in_reading_order(me.cell, 'teleport_red')) {
if (tile === me || this._is_active(tile)) {
yield tile;
}
}
},
// TODO inactive ones don't animate
/*
visual_state(me) {
return this._is_active(me) ? 'active' : 'inactive';
},
*/
},
teleport_green: {
draw_layer: DRAW_LAYERS.terrain,
teleport_try_all_directions: true,
teleport_dest_order(me, level, other) {
let all = Array.from(level.iter_tiles_in_reading_order(me.cell, 'teleport_green'));
if (all.length <= 1) {
// If this is the only teleporter, just walk out the other side — and, crucially, do
// NOT advance the PRNG
return [me];
}
// Note the iterator starts on the /next/ teleporter, so there's an implicit +1 here.
// The -1 is to avoid spitting us back out of the same teleporter, which will be last in
// the list
let target = all[level.prng() % (all.length - 1)];
// Also set the actor's (initial) exit direction
level.set_actor_direction(other, ['north', 'east', 'south', 'west'][level.prng() % 4]);
return [target, me];
},
},
teleport_yellow: {
draw_layer: DRAW_LAYERS.terrain,
teleport_allow_override: true,
teleport_dest_order(me, level, other) {
return level.iter_tiles_in_reading_order(me.cell, 'teleport_yellow', true);
},
},
// 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: {
draw_layer: DRAW_LAYERS.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: DRAW_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);
},
// Kill anything that shows up
// FIXME every tic, also kills every actor in the cell (mostly matters if you step on with
// fire boots and then drop them)
on_arrive(me, level, other) {
// Note that blocks, fireballs, and anything with fire boots are immune
// TODO would be neat if this understood "ignores anything with fire immunity" but that
// might be a bit too high-level for this game
if (other.type.is_player) {
level.fail('burned');
}
else {
// TODO should this play a sound?
level.transmute_tile(other, 'explosion');
}
},
},
// Buttons
button_blue: {
draw_layer: DRAW_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') {
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);
},
},
button_yellow: {
draw_layer: DRAW_LAYERS.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: DRAW_LAYERS.terrain,
do_button(level) {
// 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_arrive(me, level, other) {
level.sfx.play_once('button-press', me.cell);
level.toggle_green_objects = ! level.toggle_green_objects;
},
on_depart(me, level, other) {
level.sfx.play_once('button-release', me.cell);
},
},
button_brown: {
draw_layer: DRAW_LAYERS.terrain,
connects_to: 'trap',
connect_order: 'forward',
on_ready(me, level) {
// Inform the trap of any actors that start out holding us down
let trap = me.connection;
if (! (trap && trap.cell))
return;
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: DRAW_LAYERS.terrain,
connects_to: 'cloner',
connect_order: 'forward',
on_arrive(me, level, other) {
level.sfx.play_once('button-press', me.cell);
let cloner = me.connection;
if (cloner && cloner.cell) {
cloner.type.activate(cloner, level);
}
},
on_depart(me, level, other) {
level.sfx.play_once('button-release', me.cell);
},
},
button_orange: {
draw_layer: DRAW_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.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);
},
},
button_pink: {
draw_layer: DRAW_LAYERS.terrain,
is_power_source: true,
get_emitting_edges(me, level) {
// We emit current as long as there's an actor fully on us
if (me.cell.some(tile => tile.type.is_actor && tile.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);
},
},
button_black: {
// TODO not implemented
draw_layer: DRAW_LAYERS.terrain,
is_power_source: true,
get_emitting_edges(me, level) {
// We emit current as long as there's NOT an actor fully on us
if (! me.cell.some(tile => tile.type.is_actor && tile.movement_cooldown === 0)) {
return me.wire_directions;
}
else {
return 0;
}
},
},
button_gray: {
// TODO only partially implemented
draw_layer: DRAW_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.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);
},
},
// Logic gates, all consolidated into a single tile type
logic_gate: {
// gate_type: not, and, or, xor, nand, latch-cw, latch-ccw, counter, bogus
_gate_types: {
not: ['out0', null, 'in0', null],
and: ['out0', 'in0', null, 'in1'],
or: ['out0', 'in0', null, 'in1'],
xor: ['out0', 'in0', null, 'in1'],
nand: ['out0', 'in0', null, 'in1'],
// in0 is the trigger, in1 is the input
'latch-cw': ['out0', 'in0', null, 'in1'],
// in0 is the input, in1 is the trigger
'latch-ccw': ['out0', 'in0', null, 'in1'],
// inputs: inc, dec; outputs: overflow, underflow
counter: ['out1', 'in0', 'in1', 'out0'],
},
draw_layer: DRAW_LAYERS.terrain,
is_power_source: true,
on_ready(me, level) {
me.gate_def = me.type._gate_types[me.gate_type];
if (me.gate_type === 'latch-cw' || me.gate_type === 'latch-ccw') {
me.memory = false;
}
else if (me.gate_type === 'counter') {
me.memory = me.memory ?? 0;
me.incrementing = false;
me.decrementing = false;
me.underflowing = false;
me.direction = 'north';
}
},
get_emitting_edges(me, level) {
// Collect which of our edges are powered, in clockwise order starting from our
// direction, matching _gate_types
let input0 = false, input1 = false;
let output0 = false, output1 = false;
let outbit0 = 0, outbit1 = 0;
let dir = me.direction;
for (let i = 0; i < 4; i++) {
let cxn = me.gate_def[i];
let dirinfo = DIRECTIONS[dir];
if (cxn === 'in0') {
input0 = (me.cell.powered_edges & dirinfo.bit) !== 0;
}
else if (cxn === 'in1') {
input1 = (me.cell.powered_edges & dirinfo.bit) !== 0;
}
else if (cxn === 'out0') {
outbit0 = dirinfo.bit;
}
else if (cxn === 'out1') {
outbit1 = dirinfo.bit;
}
dir = dirinfo.right;
}
if (me.gate_type === 'not') {
output0 = ! input0;
}
else if (me.gate_type === 'and') {
output0 = input0 && input1;
}
else if (me.gate_type === 'or') {
output0 = input0 || input1;
}
else if (me.gate_type === 'xor') {
output0 = input0 !== input1;
}
else if (me.gate_type === 'nand') {
output0 = ! (input0 && input1);
}
else if (me.gate_type === 'latch-cw') {
if (input0) {
level._set_tile_prop(me, 'memory', input1);
}
output0 = me.memory;
}
else if (me.gate_type === 'latch-ccw') {
if (input1) {
level._set_tile_prop(me, 'memory', input0);
}
output0 = me.memory;
}
else if (me.gate_type === 'counter') {
let inc = input0 && ! me.incrementing;
let dec = input1 && ! me.decrementing;
let mem = me.memory;
if (inc || dec) {
level._set_tile_prop(me, 'underflowing', false);
}
if (inc && ! dec) {
mem++;
if (mem > 9) {
mem = 0;
output0 = true;
}
}
else if (dec && ! inc) {
mem--;
if (mem < 0) {
mem = 9;
// Underflow is persistent until the next pulse
level._set_tile_prop(me, 'underflowing', true);
}
}
output1 = me.underflowing;
level._set_tile_prop(me, 'memory', mem);
level._set_tile_prop(me, 'incrementing', input0);
level._set_tile_prop(me, 'decrementing', input1);
}
return (output0 ? outbit0 : 0) | (output1 ? outbit1 : 0);
},
visual_state(me) {
return me.gate_type;
},
},
// Light switches, kinda like the pink/black buttons but persistent
light_switch_off: {
draw_layer: DRAW_LAYERS.terrain,
is_power_source: true,
get_emitting_edges(me, level) {
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');
},
},
light_switch_on: {
draw_layer: DRAW_LAYERS.terrain,
is_power_source: true,
get_emitting_edges(me, level) {
return me.wire_directions;
},
on_arrive(me, level, other) {
level.sfx.play_once('button-press', me.cell);
level.transmute_tile(me, 'light_switch_off');
},
},
// LL tile: circuit block, overrides the wiring on the floor below (if any)
circuit_block: {
draw_layer: DRAW_LAYERS.actor,
collision_mask: COLLISION.block_cc2,
blocks_collision: COLLISION.all,
is_actor: true,
is_block: true,
can_reverse_on_railroad: true,
movement_speed: 4,
},
// Time alteration
stopwatch_bonus: {
draw_layer: DRAW_LAYERS.item,
blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid,
on_arrive(me, level, other) {
if (other.type.is_real_player) {
level.remove_tile(me);
level.adjust_timer(+10);
}
},
},
stopwatch_penalty: {
draw_layer: DRAW_LAYERS.item,
blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid,
on_arrive(me, level, other) {
if (other.type.is_real_player) {
level.remove_tile(me);
level.adjust_timer(-10);
}
},
},
stopwatch_toggle: {
draw_layer: DRAW_LAYERS.item,
blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid,
on_arrive(me, level, other) {
if (other.type.is_real_player) {
level.pause_timer();
}
},
},
// Critters
bug: {
draw_layer: DRAW_LAYERS.actor,
is_actor: true,
is_monster: true,
collision_mask: COLLISION.bug,
blocks_collision: COLLISION.all_but_player,
movement_speed: 4,
decide_movement(me, level) {
// always try turning as left as possible, and fall back to less-left turns
let d = DIRECTIONS[me.direction];
return [d.left, me.direction, d.right, d.opposite];
},
},
paramecium: {
draw_layer: DRAW_LAYERS.actor,
is_actor: true,
is_monster: true,
collision_mask: COLLISION.monster_generic,
blocks_collision: COLLISION.all_but_player,
movement_speed: 4,
decide_movement(me, level) {
// always try turning as right as possible, and fall back to less-right turns
let d = DIRECTIONS[me.direction];
return [d.right, me.direction, d.left, d.opposite];
},
},
ball: {
draw_layer: DRAW_LAYERS.actor,
is_actor: true,
is_monster: true,
collision_mask: COLLISION.monster_generic,
blocks_collision: COLLISION.all_but_player,
movement_speed: 4,
decide_movement(me, level) {
// preserve current direction; if that doesn't work, bounce back the way we came
let d = DIRECTIONS[me.direction];
return [me.direction, d.opposite];
},
},
walker: {
draw_layer: DRAW_LAYERS.actor,
is_actor: true,
is_monster: true,
collision_mask: COLLISION.monster_generic,
blocks_collision: COLLISION.all_but_player,
movement_speed: 4,
decide_movement(me, level) {
// preserve current direction; if that doesn't work, pick a random direction, even the
// one we failed to move in (but ONLY then; important for RNG sync)
return [
me.direction,
() => {
let direction = me.direction;
let num_turns = level.prng() % 4;
for (let i = 0; i < num_turns; i++) {
direction = DIRECTIONS[direction].right;
}
return direction;
},
];
},
},
tank_blue: {
draw_layer: DRAW_LAYERS.actor,
is_actor: true,
is_monster: true,
collision_mask: COLLISION.monster_generic,
blocks_collision: COLLISION.all_but_player,
movement_speed: 4,
decide_movement(me, level) {
// always keep moving forward, but reverse if the flag is set
let direction = me.direction;
if (me.pending_reverse) {
direction = DIRECTIONS[me.direction].opposite;
level._set_tile_prop(me, 'pending_reverse', false);
}
if (me.cell.has('cloner')) {
// Tanks on cloners should definitely ignore the flag, but we clear it first
// TODO feels clumsy
return null;
}
return [direction];
}
},
tank_yellow: {
draw_layer: DRAW_LAYERS.actor,
is_actor: true,
is_monster: true,
collision_mask: COLLISION.monster_generic,
blocks_collision: COLLISION.all_but_player,
pushes: {
dirt_block: true,
ice_block: true,
frame_block: true,
circuit_block: true,
},
movement_speed: 4,
},
blob: {
draw_layer: DRAW_LAYERS.actor,
is_actor: true,
is_monster: true,
collision_mask: COLLISION.monster_generic,
blocks_collision: COLLISION.all_but_player,
movement_speed: 8,
decide_movement(me, level) {
// move completely at random
let modifier = level.get_blob_modifier();
return [['north', 'east', 'south', 'west'][(level.prng() + modifier) % 4]];
},
},
teeth: {
draw_layer: DRAW_LAYERS.actor,
is_actor: true,
is_monster: true,
collision_mask: COLLISION.monster_generic,
blocks_collision: COLLISION.all_but_player,
movement_speed: 4,
movement_parity: 2,
decide_movement(me, level) {
let preference = pursue_player(me, level);
if (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: {
draw_layer: DRAW_LAYERS.actor,
is_actor: true,
is_monster: true,
collision_mask: COLLISION.monster_generic,
blocks_collision: COLLISION.all_but_player,
movement_speed: 4,
movement_parity: 2,
decide_movement(me, level) {
let preference = pursue_player(me, level);
if (level.player.type.name === 'player') {
// Run away from Lexy
for (let [i, direction] of preference.entries()) {
preference[i] = DIRECTIONS[direction].opposite;
}
}
return preference;
},
},
fireball: {
draw_layer: DRAW_LAYERS.actor,
is_actor: true,
is_monster: true,
collision_mask: COLLISION.fireball,
blocks_collision: COLLISION.all_but_player,
movement_speed: 4,
ignores: new Set(['fire', 'flame_jet_on']),
decide_movement(me, level) {
// turn right: preserve current direction; if that doesn't work, turn right, then left,
// then back the way we came
let d = DIRECTIONS[me.direction];
return [me.direction, d.right, d.left, d.opposite];
},
},
glider: {
draw_layer: DRAW_LAYERS.actor,
is_actor: true,
is_monster: true,
collision_mask: COLLISION.monster_generic,
blocks_collision: COLLISION.all_but_player,
movement_speed: 4,
ignores: new Set(['water', 'turtle']), // doesn't cause turtles to disappear
decide_movement(me, level) {
// turn left: preserve current direction; if that doesn't work, turn left, then right,
// then back the way we came
let d = DIRECTIONS[me.direction];
return [me.direction, d.left, d.right, d.opposite];
},
},
ghost: {
draw_layer: DRAW_LAYERS.actor,
is_actor: true,
is_monster: true,
collision_mask: COLLISION.ghost,
blocks_collision: COLLISION.all_but_player,
has_inventory: true,
movement_speed: 4,
// TODO ignores /most/ walls. collision is basically completely different. has a regular inventory, except red key. good grief
decide_movement(me, level) {
// turn left: preserve current direction; if that doesn't work, turn left, then right,
// then back the way we came (same as glider)
let d = DIRECTIONS[me.direction];
return [me.direction, d.left, d.right, d.opposite];
},
},
floor_mimic: {
draw_layer: DRAW_LAYERS.actor,
is_actor: true,
is_monster: true,
collision_mask: COLLISION.monster_generic,
blocks_collision: COLLISION.all_but_player,
movement_speed: 4,
movement_parity: 4,
decide_movement: pursue_player,
},
rover: {
// TODO this guy is a nightmare
// TODO pushes blocks apparently??
draw_layer: DRAW_LAYERS.actor,
is_actor: true,
is_monster: true,
collision_mask: COLLISION.rover,
blocks_collision: COLLISION.all_but_player,
can_reveal_walls: true,
movement_speed: 4,
on_ready(me, level) {
me.current_emulatee = 0;
me.attempted_moves = 0;
},
_emulatees: ['teeth', 'glider', 'bug', 'ball', 'teeth_timid', 'fireball', 'paramecium', 'walker'],
decide_movement(me, level) {
if (me.attempted_moves >= 32) {
level._set_tile_prop(me, 'attempted_moves', me.attempted_moves - 32);
level._set_tile_prop(me, 'current_emulatee', (me.current_emulatee + 1) % me.type._emulatees.length);
}
me.attempted_moves += 1;
let emulatee = me.type._emulatees[me.current_emulatee];
let preference = TILE_TYPES[emulatee].decide_movement(me, level);
// TODO need to rig this so a failure counts as two moves
// TODO obeys step while emulating teeth (gah, i guess move that in here too)
return preference;
},
visual_state(me) {
if (me && me.current_emulatee !== undefined) {
return me.type._emulatees[me.current_emulatee];
}
else {
return 'inert';
}
},
},
// Keys, whose behavior varies
key_red: {
// TODO Red key can ONLY be picked up by players (and doppelgangers), no other actor that
// has an inventory
draw_layer: DRAW_LAYERS.item,
is_item: true,
is_key: true,
},
key_blue: {
// Blue key is picked up by dirt blocks and all monsters, including those that don't have an
// inventory normally
draw_layer: DRAW_LAYERS.item,
is_item: true,
is_key: true,
on_arrive(me, level, other) {
// Call it... everything except ice and directional blocks? These rules are weird.
// Note that the game itself normally handles picking items up, so we only get here for
// actors who aren't supposed to have an inventory
// TODO make this a... flag? i don't know?
// TODO major difference from lynx...
if (other.type.name !== 'ice_block' && other.type.name !== 'frame_block') {
level.attempt_take(other, me);
}
},
},
key_yellow: {
draw_layer: DRAW_LAYERS.item,
is_item: true,
is_key: true,
blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid,
},
key_green: {
draw_layer: DRAW_LAYERS.item,
is_item: true,
is_key: true,
blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid,
},
// Boots
// TODO note: ms allows blocks to pass over tools
cleats: {
draw_layer: DRAW_LAYERS.item,
is_item: true,
is_tool: true,
blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid,
item_ignores: new Set(['ice', 'ice_nw', 'ice_ne', 'ice_sw', 'ice_se']),
},
suction_boots: {
draw_layer: DRAW_LAYERS.item,
is_item: true,
is_tool: true,
blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid,
item_ignores: new Set([
'force_floor_n',
'force_floor_s',
'force_floor_e',
'force_floor_w',
'force_floor_all',
]),
},
fire_boots: {
draw_layer: DRAW_LAYERS.item,
is_item: true,
is_tool: true,
blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid,
item_ignores: new Set(['fire', 'flame_jet_on']),
},
flippers: {
draw_layer: DRAW_LAYERS.item,
is_item: true,
is_tool: true,
blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid,
item_ignores: new Set(['water']),
},
hiking_boots: {
draw_layer: DRAW_LAYERS.item,
is_item: true,
is_tool: true,
blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid,
// 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: DRAW_LAYERS.item,
is_item: true,
is_tool: true,
blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid,
// 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: DRAW_LAYERS.item,
is_item: true,
is_tool: true,
blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid,
},
xray_eye: {
// TODO not implemented
draw_layer: DRAW_LAYERS.item,
is_item: true,
is_tool: true,
blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid,
},
helmet: {
// TODO not implemented
draw_layer: DRAW_LAYERS.item,
is_item: true,
is_tool: true,
blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid,
},
railroad_sign: {
draw_layer: DRAW_LAYERS.item,
is_item: true,
is_tool: true,
blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid,
},
foil: {
// TODO not implemented
draw_layer: DRAW_LAYERS.item,
is_item: true,
is_tool: true,
blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid,
},
lightning_bolt: {
// TODO not implemented
draw_layer: DRAW_LAYERS.item,
is_item: true,
is_tool: true,
blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid,
},
speed_boots: {
// TODO not implemented
draw_layer: DRAW_LAYERS.item,
is_item: true,
is_tool: true,
blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid,
},
bribe: {
// TODO not implemented
draw_layer: DRAW_LAYERS.item,
is_item: true,
is_tool: true,
blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid,
},
hook: {
draw_layer: DRAW_LAYERS.item,
is_item: true,
is_tool: true,
blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid,
},
// Progression
player: {
draw_layer: DRAW_LAYERS.actor,
is_actor: true,
is_player: true,
is_real_player: true,
collision_mask: COLLISION.player1,
// FIXME does this make us block the doppelgangers??
blocks_collision: COLLISION.player,
has_inventory: true,
can_reveal_walls: true,
movement_speed: 4,
pushes: {
dirt_block: true,
ice_block: true,
frame_block: true,
circuit_block: true,
},
infinite_items: {
key_green: true,
},
visual_state: player_visual_state,
},
player2: {
draw_layer: DRAW_LAYERS.actor,
is_actor: true,
is_player: true,
is_real_player: true,
collision_mask: COLLISION.player2,
blocks_collision: COLLISION.players,
has_inventory: true,
can_reveal_walls: true,
movement_speed: 4,
ignores: new Set(['ice', 'ice_nw', 'ice_ne', 'ice_sw', 'ice_se']),
pushes: {
dirt_block: true,
ice_block: true,
frame_block: true,
circuit_block: true,
},
infinite_items: {
key_yellow: true,
},
visual_state: player_visual_state,
},
doppelganger1: {
draw_layer: DRAW_LAYERS.actor,
is_actor: true,
is_player: true,
is_monster: true,
collision_mask: COLLISION.player1,
blocks_collision: COLLISION.all_but_player,
has_inventory: true,
can_reveal_walls: true, // XXX i think?
movement_speed: 4,
pushes: {
dirt_block: true,
ice_block: true,
frame_block: true,
circuit_block: true,
},
infinite_items: {
key_green: true,
},
decide_movement(me, level) {
if (level.player1_move) {
return [level.player1_move];
}
else {
return null;
}
},
//visual_state: doppelganger_visual_state,
},
doppelganger2: {
draw_layer: DRAW_LAYERS.actor,
is_actor: true,
is_player: true,
is_monster: true,
collision_mask: COLLISION.player2,
blocks_collision: COLLISION.all_but_player,
has_inventory: true,
can_reveal_walls: true, // XXX i think?
movement_speed: 4,
ignores: new Set(['ice', 'ice_nw', 'ice_ne', 'ice_sw', 'ice_se']),
pushes: {
dirt_block: true,
ice_block: true,
frame_block: true,
circuit_block: true,
},
infinite_items: {
key_yellow: true,
},
decide_movement(me, level) {
if (level.player2_move) {
return [level.player2_move];
}
else {
return null;
}
},
//visual_state: doppelganger_visual_state,
},
chip: {
draw_layer: DRAW_LAYERS.item,
is_chip: true,
is_required_chip: true,
blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid,
on_arrive(me, level, other) {
if (other.type.is_real_player) {
level.collect_chip();
level.remove_tile(me);
}
},
},
chip_extra: {
draw_layer: DRAW_LAYERS.item,
is_chip: true,
blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid,
on_arrive(me, level, other) {
if (other.type.is_real_player) {
level.collect_chip();
level.remove_tile(me);
}
},
},
score_10: {
draw_layer: DRAW_LAYERS.item,
blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid,
on_arrive(me, level, other) {
if (other.type.is_real_player) {
level.adjust_bonus(10);
}
// TODO turn this into a flag on those types?? idk
if (other.type.is_player || other.type.name === 'rover' || other.type.name === 'bowling_ball') {
level.remove_tile(me);
}
},
},
score_100: {
draw_layer: DRAW_LAYERS.item,
blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid,
on_arrive(me, level, other) {
if (other.type.is_real_player) {
level.adjust_bonus(100);
}
if (other.type.is_player || other.type.name === 'rover' || other.type.name === 'bowling_ball') {
level.remove_tile(me);
}
},
},
score_1000: {
draw_layer: DRAW_LAYERS.item,
blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid,
on_arrive(me, level, other) {
if (other.type.is_real_player) {
level.adjust_bonus(1000);
}
if (other.type.is_player || other.type.name === 'rover' || other.type.name === 'bowling_ball') {
level.remove_tile(me);
}
},
},
score_2x: {
draw_layer: DRAW_LAYERS.item,
blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid,
on_arrive(me, level, other) {
if (other.type.is_real_player) {
level.adjust_bonus(0, 2);
}
if (other.type.is_player || other.type.name === 'rover' || other.type.name === 'bowling_ball') {
level.remove_tile(me);
}
},
},
hint: {
draw_layer: DRAW_LAYERS.terrain,
is_hint: true,
blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid,
populate_defaults(me) {
me.hint_text = null; // optional, may use level's hint instead
},
},
socket: {
draw_layer: DRAW_LAYERS.terrain,
blocks_collision: COLLISION.block_cc1 | (COLLISION.monster_solid & ~COLLISION.rover),
blocks(me, level, other) {
return (level.chips_remaining > 0);
},
on_arrive(me, level, other) {
if (level.chips_remaining === 0) {
level.sfx.play_once('socket', me.cell);
level.transmute_tile(me, 'floor');
}
},
},
exit: {
draw_layer: DRAW_LAYERS.terrain,
blocks_collision: COLLISION.monster_solid & ~COLLISION.rover,
on_arrive(me, level, other) {
if (other.type.is_player) {
level.win();
}
},
},
// VFX
splash: {
draw_layer: DRAW_LAYERS.overlay,
is_actor: true,
collision_mask: 0,
blocks_collision: COLLISION.player,
ttl: 6,
},
explosion: {
draw_layer: DRAW_LAYERS.overlay,
is_actor: true,
collision_mask: 0,
blocks_collision: COLLISION.player,
ttl: 6,
},
// Used as an easy way to show an invisible wall when bumped
wall_invisible_revealed: {
draw_layer: DRAW_LAYERS.terrain,
is_actor: true,
collision_mask: 0,
blocks_collision: 0,
// determined experimentally
ttl: 12,
},
// Custom VFX (identical function, but different aesthetic)
splash_slime: {
draw_layer: DRAW_LAYERS.overlay,
is_actor: true,
collision_mask: 0,
blocks_collision: COLLISION.player,
ttl: 6,
},
// Invalid tiles that appear in some CCL levels because community level
// designers love to make nonsense
bogus_player_win: {
draw_layer: DRAW_LAYERS.terrain,
blocks_collision: COLLISION.all,
},
bogus_player_swimming: {
draw_layer: DRAW_LAYERS.terrain,
blocks_collision: COLLISION.all,
},
bogus_player_drowned: {
draw_layer: DRAW_LAYERS.terrain,
blocks_collision: COLLISION.all,
},
bogus_player_burned_fire: {
draw_layer: DRAW_LAYERS.terrain,
blocks_collision: COLLISION.all,
},
bogus_player_burned: {
draw_layer: DRAW_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.draw_layer === undefined ||
type.draw_layer !== Math.floor(type.draw_layer) ||
type.draw_layer >= DRAW_LAYERS.MAX)
{
console.error(`Tile type ${name} has a bad draw layer`);
}
if (type.is_actor && type.collision_mask === undefined) {
console.error(`Tile type ${name} is an actor but has no collision mask`);
}
}
export default TILE_TYPES;