Added reaction to create PAPR
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c0f248c6db
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@ -1097,7 +1097,7 @@ int Simulation::eval_move(int pt, int nx, int ny, unsigned *rr) const
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case PT_PAPR:
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// BCOL can always pass through PAPR in order to color it
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// Most elements are blocked by marked PAPR, except for certified "weird" elements where it's inverse
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if ((pt == PT_BCOL) || (parts[ID(r)].life ^ (pt != PT_ANAR && pt != PT_BIZR && pt != PT_BIZRG)))
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if ((pt == PT_BCOL) || (!parts[ID(r)].life != !(pt != PT_ANAR && pt != PT_BIZR && pt != PT_BIZRG)))
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result = 2;
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else
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result = 0;
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@ -187,7 +187,7 @@ void SimulationData::init_can_move()
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can_move[movingType][PT_SAWD] = 0;
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// Let most non-solids pass through unmarked PAPR
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if (elements[movingType].Properties & (TYPE_GAS | TYPE_PART | TYPE_LIQUID) && (movingType != PT_FIRE && movingType != PT_SMKE))
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if (elements[movingType].Properties & (TYPE_GAS | TYPE_PART | TYPE_LIQUID) && (movingType != PT_FIRE && movingType != PT_SMKE && movingType != PT_SAWD))
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can_move[movingType][PT_PAPR] = 3;
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}
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//a list of lots of things PHOT can move through
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@ -239,6 +239,9 @@ void SimulationData::init_can_move()
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can_move[PT_TRON][PT_SWCH] = 3;
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can_move[PT_SOAP][PT_OIL] = 0;
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can_move[PT_OIL][PT_SOAP] = 1;
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can_move[PT_MWAX][PT_SAWD] = 0;
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can_move[PT_SAWD][PT_MWAX] = 0;
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}
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const CustomGOLData *SimulationData::GetCustomGOLByRule(int rule) const
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@ -34,7 +34,7 @@ void Element::Element_PAPR()
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Flammable = 0;
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Explosive = 0;
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Meltable = 0;
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Hardness = 15;
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Hardness = 60;
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Weight = 100;
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@ -85,6 +85,12 @@ static int update(UPDATE_FUNC_ARGS)
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parts[i].dcolour = 0xFF22222A;
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}
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// Doesn't guarantee layering won't happen, but makes it far less likely
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if (TYP(pmap[y][x]) == PT_SAWD)
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{
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parts[ID(pmap[y][x])].tmp = 0;
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}
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// Generally, these should correspond, but correct if they don't.
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if (!parts[i].life != !parts[i].dcolour)
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{
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@ -1,5 +1,7 @@
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#include "simulation/ElementCommon.h"
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static int update(UPDATE_FUNC_ARGS);
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void Element::Element_SAWD()
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{
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Identifier = "DEFAULT_PT_SAWD";
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@ -40,5 +42,48 @@ void Element::Element_SAWD()
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HighTemperature = ITH;
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HighTemperatureTransition = NT;
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Update = &update;
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Graphics = NULL; // is this needed?
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}
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static int update(UPDATE_FUNC_ARGS)
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{
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int nearbyWax = 0;
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for (auto rx = -3; rx <= 3; rx++)
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{
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for (auto ry = -3; ry <= 3; ry++)
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{
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if (rx || ry)
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{
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auto r = pmap[y+ry][x+rx];
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if (!r)
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continue;
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if (TYP(r) == PT_MWAX)
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{
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nearbyWax++;
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}
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}
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}
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}
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parts[i].tmp += nearbyWax / 2;
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if (parts[i].tmp > 100)
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{
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int rx = sim->rng.between(-2, 2);
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int ry = sim->rng.between(-2, 2);
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int p = pmap[y+ry][x+rx];
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if (p && TYP(p) == PT_MWAX)
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{
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sim->create_part(i, x, y, PT_PAPR);
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sim->kill_part(ID(p));
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return 1;
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}
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}
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if (parts[i].tmp > 0)
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{
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parts[i].vx = 0;
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parts[i].vy = 0;
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parts[i].tmp--;
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}
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return 0;
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}
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