The game design of willos-graveyard is being adjusted. One change is to introduce an potential lock/key mechanism to the game. This will come in the form of gravestones/exorcism tiles destroying each other on contact. The thought is that this logic is similar to what happens between willo and exorcism tiles on contact - it's just that the meaning of "destruction" is different there. So, the purpose of this PR is to abstract the idea of "death on contact" into its own component/plugin.
The result is the Volatile component/plugin. Volatile entities are initially Volatile::Solid, but when they contact another Volatile::Solid, they both become Volatile::Sublimated. For Willo - this means game over. For exorcism tiles - this means going invisible and no longer being destructive. And, in a future PR, gravestones will also go invisible and stop having sokoban logic.
These values are tracked with HistoryPlugin and respond to history commands appropriately.
The game design of willos-graveyard is being adjusted. One change is to introduce an potential lock/key mechanism to the game. This will come in the form of gravestones/exorcism tiles destroying each other on contact. The thought is that this logic is similar to what happens between willo and exorcism tiles on contact - it's just that the meaning of "destruction" is different there. So, the purpose of this PR is to abstract the idea of "death on contact" into its own component/plugin.
The result is the
Volatile
component/plugin.Volatile
entities are initiallyVolatile::Solid
, but when they contact anotherVolatile::Solid
, they both becomeVolatile::Sublimated
. For Willo - this means game over. For exorcism tiles - this means going invisible and no longer being destructive. And, in a future PR, gravestones will also go invisible and stop having sokoban logic.These values are tracked with
HistoryPlugin
and respond to history commands appropriately.