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August 29, 2015 14:06
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fixed lava flow check
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# fixed way | |
def check_for_flow(self): | |
if self.terrain_type == 'grass': | |
return False | |
neighbors = engine.metagrid.get_neighbors(self.pos) | |
flow_dirs = [] | |
for direction in ORDINALS: | |
these_neighbors = neighbors.get(direction) or {} | |
ground_neighbor = these_neighbors.get(LAYER_GROUND) | |
block_neighbor = these_neighbors.get(LAYER_BLOCKS) | |
flow_this_dir = False | |
if ground_neighbor and\ | |
ground_neighbor.terrain_type == 'grass' and\ | |
(ground_neighbor.land_height < self.land_height or\ | |
ground_neighbor.land_height <= engine.game.lava_height): | |
# there is a neighbor next to you, you can pour into them | |
if not block_neighbor: | |
flow_this_dir = True | |
elif not isinstance(block_neighbor, LavaStopper): | |
flow_this_dir = True | |
# you can flow! | |
# kill any player on top | |
if isinstance(block_neighbor, Player): | |
block_neighbor.freeze_from_lava() | |
elif isinstance(block_neighbor, Flammable): | |
block_neighbor.die() | |
if flow_this_dir: | |
if engine.game.stage == 'receding': | |
self.terrain_type = 'grass' | |
self.update_tex() | |
ground_neighbor.handle_lava_flow() | |
flow_dirs.append(direction) | |
return flow_dirs |
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