// Top-down "Dogpit" arena simulation. Same authoritative/DOM-free contract and // export surface as sim.js — main.js picks the module per match. // // The plane is x/y; z is hop height (a third axis for dodging ground hazards // and crossing pits). KOs come from being knocked into pits, not blast zones. import { TILE, GW, GH, W, H, T, B, STOCKS, ITEMS } from './consts.js'; import { makeRng } from './rng.js'; import { generateArena } from './mapgen_arena.js'; import { sawPos } from './mapgen.js'; import { moveEntity, tileAt, raycast, boxFree } from './physics.js'; import { CHARS } from './characters.js'; const PW = 18, PH = 14; const ZGRAV = 0.34; const VCAP = TILE - 2.5; // collision is single-pass AABB; stay under tile size export function createGame(seed, defs) { const map = generateArena(seed); const g = { kind: 'arena', seed, tick: 0, map, players: [], ents: [], nextEnt: 1, rng: makeRng((seed ^ 0xD06600D) >>> 0), events: [], over: null, overT: 0, freeze: 170, dropTimer: 550, }; defs.forEach((d, i) => g.players.push(makePlayer(d, i, map))); return g; } function makePlayer(d, i, map) { const sp = map.spawns[i % map.spawns.length]; return { idx: i, charId: d.charId, name: d.name || CHARS[d.charId].name, x: sp.x, y: sp.y, vx: 0, vy: 0, z: 0, vz: 0, ang: i % 2 ? Math.PI : 0, w: PW, h: PH, face: i % 2 ? -1 : 1, falling: 0, onGround: true, landT: 0, dmg: 0, stocks: STOCKS, respawn: 0, invuln: 90, atkCd: 0, atkT: 0, hitMask: 0, minedSet: {}, hitstun: 0, item: null, ammo: 0, shield: 0, boost: 0, prev: 0, st: {}, wallHit: 0, }; } const alive = (p) => p.stocks > 0 && p.respawn <= 0 && p.falling <= 0; export function step(g, inputs) { g.tick++; g.events.length = 0; if (g.freeze > 0) { g.freeze--; if (g.freeze === 0) g.events.push({ t: 'go' }); } const frozen = g.freeze > 0 || !!g.over; for (const p of g.players) { const inp = frozen ? 0 : (inputs[p.idx] || 0); stepPlayer(g, p, inp, inp & ~p.prev); p.prev = inp; } stepEnts(g); stepSaws(g); if (!g.over && --g.dropTimer <= 0) { g.dropTimer = 520 + g.rng.int(0, 300); // care package lands on a random clear floor tile for (let t = 0; t < 40; t++) { const tx = g.rng.int(3, GW - 4), ty = g.rng.int(3, GH - 4); if (tileAt(g.map, tx, ty) === T.EMPTY) { spawnPickup(g, tx * TILE + 6, ty * TILE + 6, g.rng.pick(ITEMS)); g.events.push({ t: 'drop' }); break; } } } checkEnd(g); return g.events; } function stepPlayer(g, p, inp, pressed) { if (p.stocks <= 0) return; if (p.respawn > 0) { p.respawn--; if (p.respawn === 0) respawn(g, p); return; } // mid-fall into a pit: no control, shrink, then KO if (p.falling > 0) { p.falling--; p.vx *= 0.88; p.vy *= 0.88; p.x += p.vx; p.y += p.vy; if (p.falling === 0) kill(g, p); return; } const c = CHARS[p.charId], s = c.stats, st = p.st; if (p.invuln > 0 && g.freeze <= 0) p.invuln--; if (p.atkCd > 0) p.atkCd--; if (p.shield > 0) p.shield--; if (p.boost > 0) p.boost--; if (p.landT > 0) p.landT--; const bm = p.boost > 0 ? 1.45 : 1; const stunned = p.hitstun > 0; if (stunned) p.hitstun--; // --- 8-way movement --- const dx = (inp & B.L ? -1 : 0) + (inp & B.R ? 1 : 0); const dy = (inp & B.U ? -1 : 0) + (inp & B.D ? 1 : 0); if (!stunned && !(st.charge > 0) && !st.anchor) { if (dx || dy) { const n = Math.hypot(dx, dy), ux = dx / n, uy = dy / n; const acc = s.accel * (p.z > 0 ? 0.55 : 1) * bm; p.vx += ux * acc; p.vy += uy * acc; const cap = s.run * bm, spd = Math.hypot(p.vx, p.vy); if (spd > cap) { // let dash overspeed decay instead of hard-clamping const k = Math.max(cap, spd - s.accel * 2) / spd; p.vx *= k; p.vy *= k; } p.ang = Math.atan2(uy, ux); if (dx) p.face = dx > 0 ? 1 : -1; } else if (p.z <= 0) { p.vx *= s.fric; p.vy *= s.fric; if (Math.hypot(p.vx, p.vy) < 0.1) { p.vx = 0; p.vy = 0; } } else { p.vx *= 0.99; p.vy *= 0.99; } } else if (stunned && p.z <= 0) { p.vx *= 0.9; p.vy *= 0.9; } // --- hop --- if (!stunned && (pressed & B.HOP) && p.z <= 0) { p.vz = 3.0; g.events.push({ t: 'jump', x: p.x, y: p.y }); } // --- character specials --- updateCharArena(g, p, c, inp, pressed); // --- z physics --- const wasAir = p.z > 0; p.z += p.vz; if (!st.hover) p.vz -= ZGRAV; let justLanded = false; if (p.z <= 0) { if (wasAir) { justLanded = true; p.landT = 6; if (-p.vz > 2) g.events.push({ t: 'land', x: p.x, y: p.y + 5, v: 4 }); } p.z = 0; if (p.vz < 0) p.vz = 0; } p.onGround = p.z <= 0; if (justLanded && st.pound) { st.pound = false; g.events.push({ t: 'pound', x: p.x, y: p.y }); for (const o of g.players) { if (o === p || !alive(o) || o.z > 6) continue; const ox = o.x - p.x, oy = o.y - p.y, d = Math.hypot(ox, oy); if (d < 55) { const n = d || 1; hurt(g, o, 9, ox / n, oy / n, 6); } } } // --- integrate & wall-collide (y-axis hits count as walls here too) --- const res = moveEntity(p, g.map, {}); p.wallHit = res.wall || ((res.ground || res.ceil) ? 2 : 0); // --- ground tile sensors --- if (p.z <= 0) { const t = tileAt(g.map, Math.floor(p.x / TILE), Math.floor(p.y / TILE)); if (t === T.PIT) { p.falling = 36; p.atkT = 0; p.st.charge = 0; p.st.anchor = null; g.events.push({ t: 'fall', x: p.x, y: p.y }); return; } if (t === T.PADTOP && p.vz <= 0) { p.vz = 4.6; g.events.push({ t: 'pad', x: p.x, y: p.y }); } // spikes under any part of the footprint const hw = p.w / 2, hh = p.h / 2; const x0 = Math.floor((p.x - hw) / TILE), x1 = Math.floor((p.x + hw) / TILE); const y0 = Math.floor((p.y - hh) / TILE), y1 = Math.floor((p.y + hh) / TILE); for (let ty = y0; ty <= y1; ty++) for (let tx = x0; tx <= x1; tx++) { if (tileAt(g.map, tx, ty) === T.SPIKE) { const sx = tx * TILE + 6, sy = ty * TILE + 6; const n = Math.hypot(p.x - sx, p.y - sy) || 1; if (hurt(g, p, 9, (p.x - sx) / n, (p.y - sy) / n, 5.5)) { g.events.push({ t: 'spike', x: p.x, y: p.y }); } } } } // --- attack --- if (!stunned && (pressed & B.ATK) && p.atkCd <= 0) { p.atkCd = 24; p.atkT = 7; p.hitMask = 0; p.minedSet = {}; p.vx += Math.cos(p.ang) * 1.4; p.vy += Math.sin(p.ang) * 1.4; g.events.push({ t: 'bark', x: p.x, y: p.y, f: p.face }); } if (p.atkT > 0) { p.atkT--; doAttack(g, p); } if (!stunned && (pressed & B.ITM) && p.item) useItem(g, p); } function updateCharArena(g, p, c, inp, pressed) { const st = p.st; const inputDir = () => { const dx = (inp & B.L ? -1 : 0) + (inp & B.R ? 1 : 0); const dy = (inp & B.U ? -1 : 0) + (inp & B.D ? 1 : 0); if (dx || dy) { const n = Math.hypot(dx, dy); return [dx / n, dy / n]; } return [Math.cos(p.ang), Math.sin(p.ang)]; }; switch (c.key) { case 'bolt': { // zoom dash, on a cooldown instead of landing-reset if (st.dashCd > 0) st.dashCd--; if ((pressed & B.SPC) && st.dashCd <= 0 && p.hitstun <= 0) { const [ux, uy] = inputDir(); p.vx = ux * 8.6; p.vy = uy * 8.6; p.ang = Math.atan2(uy, ux); st.dashCd = 50; g.events.push({ t: 'dash', x: p.x, y: p.y }); } break; } case 'tank': { if (st.chargeCd > 0) st.chargeCd--; if (st.charge > 0) { st.charge--; p.vx = Math.cos(st.chargeAng) * 6.4; p.vy = Math.sin(st.chargeAng) * 6.4; for (const o of g.players) { if (o !== p && alive(o) && o.z < 6 && Math.abs(o.x - p.x) < 18 && Math.abs(o.y - p.y) < 16) { hurt(g, o, 10, Math.cos(st.chargeAng), Math.sin(st.chargeAng), 6.5); st.charge = 0; } } if (p.wallHit) { // x or y wall — stepPlayer encodes both st.charge = 0; g.events.push({ t: 'thud', x: p.x, y: p.y }); } } else if ((pressed & B.SPC) && p.hitstun <= 0) { if (p.z <= 0 && st.chargeCd <= 0) { st.charge = 34; st.chargeCd = 80; st.chargeAng = p.ang; g.events.push({ t: 'charge', x: p.x, y: p.y }); } else if (p.z > 0 && !st.pound) { st.pound = true; p.vz = -4.5; // slam down } } break; } case 'swing': { // zip-leash: latch a wall, get reeled in, slingshot out if (st.anchor) { if (pressed & B.SPC) { st.anchor = null; break; } const dx = st.anchor.x - p.x, dy = st.anchor.y - p.y; const d = Math.hypot(dx, dy) || 1; if (d < 16 || (pressed & B.HOP)) { // arrived, or slingshot release st.anchor = null; p.vx *= 1.18; p.vy *= 1.18; break; } const ux = dx / d, uy = dy / d; p.vx += (ux * 7 - p.vx) * 0.25; p.vy += (uy * 7 - p.vy) * 0.25; p.ang = Math.atan2(uy, ux); } else if ((pressed & B.SPC) && p.hitstun <= 0) { const hit = raycast(g.map, p.x, p.y, Math.cos(p.ang), Math.sin(p.ang), 175); if (hit) { st.anchor = { x: hit.x, y: hit.y }; g.events.push({ t: 'grapple', x: hit.x, y: hit.y }); } else { g.events.push({ t: 'whiff', x: p.x, y: p.y }); } } break; } case 'wisp': { // blink works exactly as in side view — through walls, over pits if (st.blinkCd > 0) st.blinkCd--; if ((pressed & B.SPC) && st.blinkCd <= 0 && p.hitstun <= 0) { const [ux, uy] = inputDir(); for (let dist = 58; dist >= 12; dist -= 6) { const tx = p.x + ux * dist, ty = p.y + uy * dist; if (boxFree(g.map, tx, ty, p.w, p.h)) { g.events.push({ t: 'blink', x: p.x, y: p.y, x2: tx, y2: ty }); p.x = tx; p.y = ty; p.vx = ux * 3.5; p.vy = uy * 3.5; p.ang = Math.atan2(uy, ux); st.blinkCd = 48; break; } } } break; } case 'rocket': { // hover: floats over pits/spikes/saws while fuel lasts st.hover = false; if (p.z <= 0) st.fuel = Math.min(70, (st.fuel ?? 70) + 2.4); if (st.fuel === undefined) st.fuel = 70; if ((inp & B.SPC) && st.fuel > 0 && p.hitstun <= 0) { st.fuel -= 1; st.hover = true; if (p.z < 5) p.vz = Math.max(p.vz, 0.9); else { p.z = 5; p.vz = 0; } if (g.tick % 5 === 0) g.events.push({ t: 'jet', x: p.x, y: p.y + 4 }); } break; } } } function doAttack(g, p) { const ax = p.x + Math.cos(p.ang) * 17, ay = p.y + Math.sin(p.ang) * 17; const aw = 22, ah = 20; for (const o of g.players) { if (o === p || !alive(o)) continue; if (p.hitMask & (1 << o.idx)) continue; if (Math.abs(o.z - p.z) > 6) continue; // can't bite over/under a hopping dog if (Math.abs(o.x - ax) < (aw + o.w) / 2 && Math.abs(o.y - ay) < (ah + o.h) / 2) { p.hitMask |= 1 << o.idx; const n = Math.hypot(o.x - p.x, o.y - p.y) || 1; hurt(g, o, 8, (o.x - p.x) / n, (o.y - p.y) / n, 3.2); p.vx *= 0.6; p.vy *= 0.6; } } // crystals are full-height — mineable regardless of z const x0 = Math.floor((ax - aw / 2) / TILE), x1 = Math.floor((ax + aw / 2) / TILE); const y0 = Math.floor((ay - ah / 2) / TILE), y1 = Math.floor((ay + ah / 2) / TILE); for (let ty = y0; ty <= y1; ty++) for (let tx = x0; tx <= x1; tx++) { if (tileAt(g.map, tx, ty) !== T.CRYSTAL) continue; const i = ty * GW + tx; if (p.minedSet[i]) continue; p.minedSet[i] = 1; const hp = (g.map.hp[i] ?? 3) - 1; if (hp <= 0) breakTile(g, tx, ty, true); else { g.map.hp[i] = hp; g.events.push({ t: 'crack', i, hp, x: tx * TILE + 6, y: ty * TILE + 6 }); } } } function breakTile(g, tx, ty, drop) { const i = ty * GW + tx; g.map.tiles[i] = T.EMPTY; delete g.map.hp[i]; g.events.push({ t: 'tile', i, v: T.EMPTY, x: tx * TILE + 6, y: ty * TILE + 6 }); if (drop) spawnPickup(g, tx * TILE + 6, ty * TILE + 6, g.rng.pick(ITEMS)); } export function hurt(g, v, dmg, nx, ny, base) { if (v.invuln > 0 || v.respawn > 0 || v.stocks <= 0 || v.falling > 0) return false; if (v.shield > 0) { g.events.push({ t: 'block', x: v.x, y: v.y }); return false; } v.dmg += dmg; const m = (base + v.dmg * 0.062) / CHARS[v.charId].stats.weight; v.vx = Math.max(-VCAP, Math.min(VCAP, nx * m)); v.vy = Math.max(-VCAP, Math.min(VCAP, ny * m)); v.vz = Math.max(v.vz, 1.4); // little pop for juice if (v.z <= 0) v.z = 0.01; v.hitstun = Math.min(40, 9 + m * 1.6); v.invuln = 14; v.st.charge = 0; v.st.anchor = null; v.st.pound = false; v.atkT = 0; g.events.push({ t: 'hit', x: v.x, y: v.y, m }); return true; } function useItem(g, p) { const it = p.item; const cx = Math.cos(p.ang), cy = Math.sin(p.ang); if (it === 'ball') { spawnEnt(g, { k: 'ball', x: p.x + cx * 12, y: p.y + cy * 12, vx: cx * 7 + p.vx * 0.3, vy: cy * 7 + p.vy * 0.3, w: 8, h: 8, own: p.idx, ttl: 240, age: 0 }); g.events.push({ t: 'throw', x: p.x, y: p.y }); if (--p.ammo <= 0) p.item = null; } else if (it === 'bomb') { spawnEnt(g, { k: 'bomb', x: p.x + cx * 10, y: p.y + cy * 10, vx: cx * 4.5 + p.vx * 0.4, vy: cy * 4.5 + p.vy * 0.4, w: 9, h: 9, own: p.idx, fuse: 75, age: 0 }); g.events.push({ t: 'throw', x: p.x, y: p.y }); p.item = null; } else if (it === 'shield') { p.shield = 260; p.item = null; g.events.push({ t: 'shield', x: p.x, y: p.y }); } else if (it === 'boost') { p.boost = 320; p.item = null; g.events.push({ t: 'boost', x: p.x, y: p.y }); } else if (it === 'heal') { p.dmg = Math.max(0, p.dmg - 35); p.item = null; g.events.push({ t: 'heal', x: p.x, y: p.y }); } } function spawnEnt(g, e) { e.id = g.nextEnt++; g.ents.push(e); return e; } function spawnPickup(g, x, y, item) { spawnEnt(g, { k: 'pickup', x, y, vx: 0, vy: 0, w: 10, h: 10, item, ttl: 1400 }); } function stepEnts(g) { for (const e of g.ents) { if (e.k === 'pickup') { e.ttl--; for (const p of g.players) { if (alive(p) && !p.item && Math.abs(p.x - e.x) < 14 && Math.abs(p.y - e.y) < 14) { p.item = e.item; if (e.item === 'ball') p.ammo = 3; e.dead = true; g.events.push({ t: 'pickup', x: e.x, y: e.y, item: e.item }); break; } } if (e.ttl <= 0) e.dead = true; } else if (e.k === 'ball') { e.age++; e.ttl--; const pvx = e.vx, pvy = e.vy; const r = moveEntity(e, g.map, {}); if (r.wall) e.vx = -pvx * 0.85; if (r.ground || r.ceil) e.vy = -pvy * 0.85; // top-down: ±y walls bounce too for (const p of g.players) { if (!alive(p) || p.z > 6) continue; if (p.idx === e.own && e.age < 30) continue; if (Math.abs(p.x - e.x) < (p.w + e.w) / 2 && Math.abs(p.y - e.y) < (p.h + e.h) / 2) { const n = Math.hypot(pvx, pvy) || 1; hurt(g, p, 6, pvx / n, pvy / n, 3.5); e.dead = true; break; } } // balls sail over pits (they're light); they just expire if (e.ttl <= 0) e.dead = true; } else if (e.k === 'bomb') { e.age++; e.fuse--; e.vx *= 0.96; e.vy *= 0.96; // slides to a stop const pvx = e.vx, pvy = e.vy; const r = moveEntity(e, g.map, {}); if (r.wall) e.vx = -pvx * 0.6; if (r.ground || r.ceil) e.vy = -pvy * 0.6; // a bomb sliding onto a pit drops in if (tileAt(g.map, Math.floor(e.x / TILE), Math.floor(e.y / TILE)) === T.PIT) { e.dead = true; continue; } let contact = false; for (const p of g.players) { if (!alive(p) || p.z > 8) continue; if (p.idx === e.own && e.age < 15) continue; if (Math.abs(p.x - e.x) < 12 && Math.abs(p.y - e.y) < 12) { contact = true; break; } } if (e.fuse <= 0 || contact) { explode(g, e.x, e.y); e.dead = true; } } } g.ents = g.ents.filter(e => !e.dead); } function explode(g, x, y) { g.events.push({ t: 'boom', x, y }); for (const p of g.players) { if (!alive(p) || p.z > 8) continue; const dx = p.x - x, dy = p.y - y; const d = Math.hypot(dx, dy); if (d < 48) { const n = d || 1; hurt(g, p, 14, dx / n, dy / n, 7); } } const tx0 = Math.floor((x - 48) / TILE), tx1 = Math.floor((x + 48) / TILE); const ty0 = Math.floor((y - 48) / TILE), ty1 = Math.floor((y + 48) / TILE); for (let ty = ty0; ty <= ty1; ty++) for (let tx = tx0; tx <= tx1; tx++) { if (tileAt(g.map, tx, ty) === T.CRYSTAL && Math.hypot(tx * TILE + 6 - x, ty * TILE + 6 - y) < 48) { breakTile(g, tx, ty, true); } } } function stepSaws(g) { for (const s of g.map.saws) { const pos = sawPosOf(s); s.prog += s.speed / (pos.total || 1); s.x = pos.x; s.y = pos.y; if (g.freeze > 0 || g.over) continue; for (const p of g.players) { if (!alive(p) || p.z > 5) continue; // hop over the blade const dx = p.x - s.x, dy = p.y - s.y; const d = Math.hypot(dx, dy); if (d < 16) { const n = d || 1; if (hurt(g, p, 12, dx / n, dy / n, 6.5)) { g.events.push({ t: 'saw', x: p.x, y: p.y }); } } } } } function sawPosOf(s) { return sawPos(s, s.prog); } function kill(g, p) { p.stocks--; g.events.push({ t: 'ko', idx: p.idx, x: Math.max(20, Math.min(W - 20, p.x)), y: Math.max(20, Math.min(H - 20, p.y)), }); p.st = {}; p.item = null; p.ammo = 0; p.shield = 0; p.boost = 0; p.vx = 0; p.vy = 0; p.vz = 0; p.z = 0; p.falling = 0; p.hitstun = 0; p.atkT = 0; p.dmg = 0; p.x = -1000; p.y = -1000; p.respawn = p.stocks > 0 ? 80 : 0; } function respawn(g, p) { let best = g.map.spawns[0], bd = -1; for (const sp of g.map.spawns) { let d = 1e9; for (const o of g.players) { if (o !== p && alive(o)) d = Math.min(d, Math.hypot(o.x - sp.x, o.y - sp.y)); } if (d > bd) { bd = d; best = sp; } } p.x = best.x; p.y = best.y; p.vx = 0; p.vy = 0; p.z = 0; p.vz = 0; p.invuln = 90; p.dmg = 0; g.events.push({ t: 'respawn', x: p.x, y: p.y }); } function checkEnd(g) { if (g.over) { g.overT++; return; } const standing = g.players.filter(p => p.stocks > 0); if (standing.length <= 1 && g.players.length > 1) { g.over = { winner: standing[0] ? standing[0].idx : -1 }; g.overT = 0; g.events.push({ t: 'over', winner: g.over.winner }); } } // --- snapshots: same contract as sim.js, plus z / facing-angle / falling --- export function snapshot(g, events) { return { tick: g.tick, freeze: g.freeze, over: g.over, overT: g.overT, p: g.players.map(p => ({ x: +p.x.toFixed(1), y: +p.y.toFixed(1), vx: +p.vx.toFixed(2), vy: +p.vy.toFixed(2), z: +p.z.toFixed(1), fa: +p.ang.toFixed(2), fl: p.falling, f: p.face, d: Math.round(p.dmg), s: p.stocks, og: p.z <= 0 ? 1 : 0, lt: p.landT | 0, r: p.respawn, iv: p.invuln, hs: p.hitstun, a: p.atkT, it: p.item, am: p.ammo, sh: p.shield, bo: p.boost, st: { an: p.st.anchor ? [Math.round(p.st.anchor.x), Math.round(p.st.anchor.y)] : 0, ch: p.st.charge > 0 ? 1 : 0, cc: p.st.chargeCd | 0, jet: p.st.hover ? 1 : 0, fu: p.st.fuel | 0, po: p.st.pound ? 1 : 0, da: (p.st.dashCd | 0) <= 0 ? 1 : 0, bc: p.st.blinkCd | 0, }, })), e: g.ents.map(e => ({ id: e.id, k: e.k, x: Math.round(e.x), y: Math.round(e.y), item: e.item, f: e.fuse })), sw: g.map.saws.map(s => [Math.round(s.x || 0), Math.round(s.y || 0)]), ev: events, }; } export function applySnapshot(g, s) { g.tick = s.tick; g.freeze = s.freeze; g.over = s.over; g.overT = s.overT; s.p.forEach((sp, i) => { const p = g.players[i]; if (!p) return; p.x = sp.x; p.y = sp.y; p.vx = sp.vx; p.vy = sp.vy; p.z = sp.z; p.ang = sp.fa; p.falling = sp.fl; p.face = sp.f; p.dmg = sp.d; p.stocks = sp.s; p.onGround = !!sp.og; p.landT = sp.lt; p.respawn = sp.r; p.invuln = sp.iv; p.hitstun = sp.hs; p.atkT = sp.a; p.item = sp.it; p.ammo = sp.am; p.shield = sp.sh; p.boost = sp.bo; p.st = { anchor: sp.st.an ? { x: sp.st.an[0], y: sp.st.an[1] } : null, charge: sp.st.ch, chargeCd: sp.st.cc, hover: sp.st.jet, jet: sp.st.jet, fuel: sp.st.fu, pound: sp.st.po, dash: sp.st.da, blinkCd: sp.st.bc, }; }); g.ents = s.e.map(e => ({ ...e, fuse: e.f, vx: 0, vy: 0, w: 8, h: 8 })); s.sw.forEach((xy, i) => { const saw = g.map.saws[i]; if (saw) { saw.x = xy[0]; saw.y = xy[1]; } }); for (const ev of s.ev) { if (ev.t === 'tile') { g.map.tiles[ev.i] = ev.v; delete g.map.hp[ev.i]; } else if (ev.t === 'crack') g.map.hp[ev.i] = ev.hp; } return s.ev; }