Teleport: Difference between revisions

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Update wired blue teleport documentation
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The '''teleport''' is a class of [[tile]] in Chip's Challenge that sends movable objects to another part of the level. When an object enters a teleport, it will exit out the next teleport of the same color on the same network if one is available. They generally behave as sliding tiles, except in [[Lynx ruleset|Lynx]] and [[Chip's Challenge 2|CC2]], objects enter them at their normal walking speed. Each color teleport behaves differently when [[Chip]], [[Melinda]], a [[monster]] or another object passes through it, as described below.
The '''teleport''' is a class of [[tile]] in Chip's Challenge that sends movable objects to another part of the level. When an object enters a teleport, it will exit out the next teleport of the same color on the same network if one is available. They generally behave as sliding tiles, except that in [[Lynx ruleset|Lynx]] and [[Chip's Challenge 2|CC2]], objects enter them at their normal walking speed. Each color teleport behaves differently when [[Chip]], [[Melinda]], a [[monster]] or another object passes through it, as described below.


== Blue teleport ==
== Blue teleport ==
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|cc2 = Yes
|cc2 = Yes
|cc1index  = 41
|cc1index  = 41
|cc2id = 17
|multidirectional = No
|multidirectional = No
|moves = No
|moves = No
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Should the search reach the original teleport, different things will happen, depending on the ruleset. In MS, it will act as a non-directional [[ice]] tile - the object will slide across it if that move is legal, or bounce back if it is not. However, a [[block]] or [[monster]] in the latter case will stick on the teleport and the teleport will cease to function. (For a demonstration of this, go to [[Drawn and Quartered]], teleport directly up to the north-east room from the start, and release the fireballs into the teleport.) In Lynx and CC2, if it is blocked on the other side, objects will stop on the tile and then treat it as floor. In Lynx, Chip will be stuck if he gets in this situation and the level must be restarted.
Should the search reach the original teleport, different things will happen, depending on the ruleset. In MS, it will act as a non-directional [[ice]] tile - the object will slide across it if that move is legal, or bounce back if it is not. However, a [[block]] or [[monster]] in the latter case will stick on the teleport and the teleport will cease to function. (For a demonstration of this, go to [[Drawn and Quartered]], teleport directly up to the north-east room from the start, and release the fireballs into the teleport.) In Lynx and CC2, if it is blocked on the other side, objects will stop on the tile and then treat it as floor. In Lynx, Chip will be stuck if he gets in this situation and the level must be restarted.


As a teleport slide is involuntary in all rulesets, Chip can [[Boosting|boost]] on his very next move in MS, and the second [[force floor]] in a force floor-teleport-force floor sequence, for example, can be overridden in Lynx and CC2.
As a teleport slide is involuntary in all rulesets, Chip can [[Boosting|boost]] on his very next move in MS, and the second [[force floor]] in a force floor-teleport-force floor sequence, for example, can be overridden in Atari Lynx and CC2 (in [[Tile World#Differences in the Lynx emulation|TW Lynx]], an override like this is not possible; the outcome is otherwise the same).


In MS, teleports beginning on the lower layer of the [[grid]] will refuse to function, and work as ice tiles just as if it redirected to itself. In Lynx, [[block]]s that start on teleports will be teleported automatically; they will teleport upwards by default, but if a [[clone block]] is used it will teleport in the clone block's direction.
In MS, teleports beginning on the lower layer of the [[grid]] will refuse to function, and work as ice tiles just as if it redirected to itself. In Lynx, [[block]]s that start on teleports will be teleported automatically; they will teleport upwards by default, but if a [[clone block]] is used it will teleport in the clone block's direction.
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Usually, unwired blue teleports function together as one network; however, due to a glitch, it is possible for an unwired teleport to send objects to a wired teleport. When the teleport search reaches the top left corner of the level, it "remembers" all teleport networks it has seen since the last unwired teleport, including all wires attached to those networks, but not the fact that it is looking for an unwired teleport. Consequently, the search always assumes that, after restarting from the bottom right, the network of the first teleport it sees (wires do ''not'' count this time) that isn't on one of the remembered networks is the current network. If this network has only one teleport, then the movable object will either exit that teleport if it is uncovered (even if the exit direction is blocked) or fail to teleport otherwise. If the network has more than one teleport, then the object will teleport normally as if it entered a teleport on that network, unless all such teleports are blocked or covered, in which case the game freezes and crashes.
Usually, unwired blue teleports function together as one network; however, due to a glitch, it is possible for an unwired teleport to send objects to a wired teleport. When the teleport search reaches the top left corner of the level, it "remembers" all teleport networks it has seen since the last unwired teleport, including all wires attached to those networks, but not the fact that it is looking for an unwired teleport. Consequently, the search always assumes that, after restarting from the bottom right, the network of the first teleport it sees (wires do ''not'' count this time) that isn't on one of the remembered networks is the current network. If this network has only one teleport, then the movable object will either exit that teleport if it is uncovered (even if the exit direction is blocked) or fail to teleport otherwise. If the network has more than one teleport, then the object will teleport normally as if it entered a teleport on that network, unless all such teleports are blocked or covered, in which case the game freezes and crashes.


=== Logic Gates ===
=== Logic gates ===


<!--A diagram would be best here.-->
<!--A diagram would be best here.-->
In CC2, [[logic gate]]s on a blue teleport network act as one-ways if their output side is on (not necessarily from the gate itself), and as gaps in the wire if it is off. Logic gates can be "occupied"; the player, monsters, and blocks can be sent to the output of a logic gate even if there's no teleport on the other side, but the next object to enter the teleport can't be sent to the same place until the current one leaves. However, the player loses all control if they switch to a Chip or Melinda in a logic gate, and if anything is in a logic gate when the level is restarted, the game will probably crash.
In CC2, [[logic gate]]s on a blue teleport network act as one-ways if their output side is on (not necessarily from the gate itself), and as gaps in the wire if it is off. Logic gates can be "occupied"; the player, monsters, and blocks can be sent to the output of a logic gate even if there's no teleport on the other side, but the next object to enter the teleport can't be sent to the same place until the current one leaves. However, the player loses all control if they switch to a Chip or Melinda in a logic gate, and if anything is in a logic gate when the level is restarted, the game will probably crash. If the game does not crash, then the entity will be in the new level in the same gate.


It is currently unknown how the game prioritizes multiple valid logic gate and teleport destinations.
The game seems to treat logic gates with no entity in them and their output wire on the same as a normal blue teleport, so the first gate in reverse reading order is chosen, provided there are no valid teleports before the gate and the gate itself is valid.


== Red teleport ==
== Red teleport ==
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|image cc2 = [[File:RedTeleport.gif]]
|image cc2 = [[File:RedTeleport.gif]]
|cc2 = Yes
|cc2 = Yes
|cc2id = 16
|multidirectional = No
|multidirectional = No
|moves = No
|moves = No
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|image cc2 = [[File:GreenTeleport.gif]]
|image cc2 = [[File:GreenTeleport.gif]]
|cc2 = Yes
|cc2 = Yes
|cc2id=19
|multidirectional = No
|multidirectional = No
|moves = No
|moves = No
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The '''green teleport''' is a teleport introduced in [[Chip's Challenge 2]]. It sends movable objects to another green teleport chosen pseudorandomly in a direction chosen pseudorandomly. Green teleports share the same pseudo-random number generator (PRNG) as [[walker]]s, meaning a small offscreen room containing [[blob]]s and green teleports can be used to randomize walker movement.
The '''green teleport''' is a teleport introduced in [[Chip's Challenge 2]]. It sends movable objects to another green teleport chosen pseudorandomly in a direction chosen pseudorandomly. Green teleports share the same pseudo-random number generator (PRNG) as [[walker]]s, meaning a small offscreen room containing [[blob]]s and green teleports can be used to randomize walker movement.


If the exit teleport's chosen exit direction is blocked, it will try another direction. If the chosen destination is blocked on all sides or covered by a movable object, the attempt to teleport fails, and whatever was trying to enter the green teleport instead slides past it, like a blue teleport on its own [[wire]]d network.
If the exit teleport's chosen exit direction is blocked, it will try other directions and teleports in a manner similar to that of red teleports. If the search for an exit reaches the teleport that was entered, the search stops, and whatever was trying to enter the teleport instead slides past it, like a blue teleport on its own [[wire]]d network. As a consequence, not every teleportation attempt will test every green teleport.


{{clear}}
{{clear}}
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|image cc2 = [[File:YellowTeleport.gif]]
|image cc2 = [[File:YellowTeleport.gif]]
|cc2 = Yes
|cc2 = Yes
|cc2id = 18
|multidirectional = No
|multidirectional = No
|moves = No
|moves = No
}}
}}
The '''yellow teleport''' is a teleport introduced in [[Chip's Challenge 2]]. They will attempt to send movable objects to another yellow teleport in reverse [[reading order]] if the exit direction is not blocked, similar to a blue teleport. Unlike all other teleports, if the exit directions for all yellow teleports are blocked, the movable object, if it's not an [[ice block]] or a [[directional block]], will put the yellow teleport in their inventory. This means that yellow teleports can be dropped elsewhere later. Note that every movable object in CC2 has an inventory just like [[Chip|Chip's]]: they can hold up to 4 [[item]]s each, and picking up a 5th will drop the 1st. This usually has no effect, as most [[monster]]s can't normally pick up tools, but this can be demonstrated with yellow teleports and [[Item Bestowal]].
The '''yellow teleport''' is a teleport introduced in [[Chip's Challenge 2]]. They will attempt to send movable objects to another yellow teleport in reverse [[reading order]] if the exit direction is not blocked, similar to a blue teleport. Unlike all other teleports, if the exit directions for all other yellow teleports are blocked, the movable object, if it's not an [[ice block]] or a [[directional block]], will put the yellow teleport in their inventory. This means that yellow teleports can be dropped elsewhere later. Note that every movable object in CC2 has an inventory just like [[Chip|Chip's]]: they can hold up to 4 [[item]]s each, and picking up a 5th will drop the 1st. This usually has no effect, as most [[monster]]s can't pick up tools normally, but this can be demonstrated with yellow teleports and [[Item Bestowal]].


Yellow teleports are technically not items but are instead treated as terrain, and thus they can only be dropped on [[floor]]. However, they cannot be dropped on a tile containing a [[no sign]] and an item, and if one is dropped on a blank no sign it will no longer be collectible. Additionally, if there is only one yellow teleport at the start of the level, it can never be picked up.
Yellow teleports are technically [[terrain]], not [[static object]]s, and thus can only be dropped on [[floor]]. But because they are also items, they cannot be dropped on a tile containing a static object (with or without a no sign), and if one is dropped on a blank no sign it cannot be collected until the no sign is destroyed. Furthermore, since the [[move order]] for CC2 involves (in order) item collection, auto-drop, and terrain effects, an auto-dropped yellow teleport will immediately attempt to teleport the movable object that dropped it; if the object cannot teleport, the teleport will be picked up again immediately, followed by a second auto-drop. However, if collecting a yellow teleport would result in an auto-dropped yellow teleport, the pick-up simply fails; likewise for other items on non-floor terrain. Additionally, if there is only one yellow teleport at the start of the level, it can never be picked up.


Yellow teleports can be overridden in the same way as red teleports. Unlike red teleports, however, yellow teleports can be [[partial posting|partial posted]] with just the opposing direction blocked off, just like blue teleports.
Yellow teleports can be overridden in the same way as red teleports. However, yellow teleports can be [[partial posting|partial posted]] with just the opposing direction blocked off, like blue teleports.


== See also ==
== See also ==
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