sandboxels/mods/human_edit.js

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JavaScript
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var modName = "mods/human_edit.js";
var onTryMoveIntoMod = "mods/onTryMoveInto.js";
if(typeof(breakPixel) == "undefined") {
function breakPixel(pixel,changetemp=false,defaultBreakIntoDust=false) {
var info = elements[pixel.element];
if(typeof(info.breakInto) === "undefined") {
if(defaultBreakIntoDust) {
if(Math.random() < defaultBreakIntoDust) { changePixel(pixel,"dust",changetemp) };
};
return defaultBreakIntoDust;
};
var breakIntoElement = info.breakInto;
if(Array.isArray(breakIntoElement)) {
breakIntoElement = breakIntoElement[Math.floor(Math.random() * breakIntoElement.length)]
};
changePixel(pixel,breakIntoElement,changetemp)
return true
}
};
function hasPixel(x,y,elementInput) {
if(isEmpty(x,y,true)) { //if empty, it can't have a pixel
return false;
} else {
if(elementInput.includes(",")) { //CSTA
elementInput = elementInput.split(",");
};
if(Array.isArray(elementInput)) { //if element list
return elementInput.includes(pixelMap[x][y].element);
} else { //if single element
return pixelMap[x][y].element === elementInput;
};
};
};
if(enabledMods.includes(onTryMoveIntoMod)) {
elements.brain = {
color: ["#fce3e3","#deb6c5","#f5ced5","#e87b8f"],
behavior: [
"XX|XX|XX",
"XX|CH:rotten_meat%1|XX",
"M2|M1|M2",
],
reactions: {
"dirty_water": { "elem1":"rotten_meat", "chance":0.1 },
"fly": { "elem1":"rotten_meat", "chance":0.2 },
"dioxin": { "elem1":"rotten_meat", "elem2":null, "chance":0.1 },
"uranium": { "elem1":"rotten_meat", "chance":0.1 },
"cancer": { "elem1":"rotten_meat", "chance":0.1 },
"plague": { "elem1":"rotten_meat", "elem2":null, "chance":0.3 },
"ant": { "elem1":"rotten_meat", "chance":0.1 },
"worm": { "elem1":"rotten_meat", "chance":0.1 },
"rat": { "elem1":"rotten_meat", "chance":0.3 },
"mushroom_spore": { "elem1":"rotten_meat", "chance":0.1 },
"mushroom_stalk": { "elem1":"rotten_meat", "chance":0.1 },
"mercury": { "elem1":"rotten_meat", "elem2":null, "chance":0.2 },
"mercury_gas": { "elem1":"rotten_meat", "elem2":null, "chance":0.1 },
"virus": { "elem1":"rotten_meat", "chance":0.1 },
"poison": { "elem1":"rotten_meat", "elem2":null, "chance":0.5 },
"infection": { "elem1":"rotten_meat", "elem2":null, "chance":0.1 },
"ink": { "elem1":"rotten_meat", "elem2":null, "chance":0.1 },
"acid": { "elem1":"rotten_meat", "elem2":null, "chance":0.5 },
"acid_gas": { "elem1":"rotten_meat", "chance":0.4 },
"cyanide": { "elem1":"rotten_meat", "elem2":null, "chance":0.5 },
},
tempHigh: 100,
stateHigh: "cooked_meat",
tempLow: -18,
stateLow: "frozen_meat",
category:"life",
hidden: true,
breakInto: ["meat", "blood"],
burn:10,
burnTime:200,
burnInto:["cooked_meat","steam","steam","salt"],
state: "solid",
density: 1081,
conduct: 1,
};
elements.cerebrospinal_fluid = {
color: "#ced7db",
behavior: behaviors.LIQUID,
state: "liquid",
tempHigh: 100,
stateHigh: "steam",
breakInto: "steam",
reactions: JSON.parse(JSON.stringify(elements.water.reactions)),
};
function validatePanic(pixel) {
//console.log(`validatePanic: validatePanic called on pixel ${pixel.element} at (${pixel.x},${pixel.y}) with panic level ${pixel.panic || 0}`);
if(pixel.element.endsWith("body")) {
//console.log("validatePanic called on body pixel (panic is stored in the head)");
};
if(Number.isNaN(pixel.panic)) {
//console.log("NaN case: panic set to 0");
pixel.panic = 0;
};
//console.log(`Bounding code running from value of ${pixel.panic}`);
pixel.panic = Math.max(0,Math.min(1,pixel.panic));
//console.log(`Validation result: Panic set to ${pixel.panic}`);
if(Number.isNaN(pixel.mood)) {
//console.log("NaN case: panic set to 0");
pixel.mood = 0;
};
//console.log(`Bounding code running from value of ${pixel.panic}`);
pixel.mood = Math.max(-3,Math.min(3,pixel.mood));
//console.log(`Validation result: Panic set to ${pixel.panic}`);
};
goodPixels = {
silver: { panicChange: 0.01, panicChangeChance: 0.1, moodChange: 0.004 },
gold: { panicChange: 0.02, panicChangeChance: 0.15, moodChange: 0.01 },
diamond: { panicChange: 0.03, panicChangeChance: 0.2, moodChange: 0.02 },
}; //effectively, the difference is that good pixels don't make the human flip direction (run away);
badPixels = {
rotten_meat: { panicChange: 0.02, panicChangeChance: 0.15, moodChange: -0.015 },
blood: { panicChange: 0.06, panicChangeChance: 0.2, moodChange: -0.006 },
brain: { panicChange: 0.1, panicChangeChance: 0.3, moodChange: -0.005 },
fire: { panicChange: 0.1, panicChangeChance: 0.1, moodChange: 0 },
poison: { panicChange: 0.2, panicChangeChance: 0.05, moodChange: -0.01 },
grenade: { panicChange: 0.2, panicChangeChance: 0.4, moodChange: -0.3 },
bomb: { panicChange: 0.2, panicChangeChance: 0.4, moodChange: -0.3 },
tnt: { panicChange: 0.2, panicChangeChance: 0.4, moodChange: 0 },
dynamite: { panicChange: 0.2, panicChangeChance: 0.4, moodChange: -0.3 },
anti_bomb: { panicChange: 0.2, panicChangeChance: 0.4, moodChange: -0.3 },
cluster_bomb: { panicChange: 0.2, panicChangeChance: 0.4, moodChange: -0.4 },
landmine: { panicChange: 0.25, panicChangeChance: 0.1, moodChange: -0.3 },
fireball: { panicChange: 0.25, panicChangeChance: 0.45, moodChange: -0.35 },
magma: { panicChange: 0.3, panicChangeChance: 0.2, moodChange: 0 },
plasma: { panicChange: 0.3, panicChangeChance: 0.2, moodChange: 0 },
nuke: { panicChange: 1, panicChangeChance: 1, moodChange: -1 }, //insta-panic
cluster_nuke: { panicChange: 1, panicChangeChance: 1, moodChange: -1 }, //insta-panic
}; //testing
otherPixels = ["head","body"]; //do custom code here
var initialTransparencyArray = ["glass","water","salt_water","sugar_water","steam","oxygen","nitrogen","neon","methane","propane","anesthesia","ammonia","carbon_dioxide","helium","hydrogen","ozone","radiation","pool_water"];
for(transparentElementIndex = 0; transparentElementIndex < initialTransparencyArray.length; transparentElementIndex++) {
var transparentElement = initialTransparencyArray[i];
if(typeof(elements[transparentElement]) !== "undefined") {
elements[transparentElement].transparent = true;
};
};
elements.body.properties = {
dead: false,
dir: 1,
extremePanicStart: null,
};
elements.body.tick = function(pixel) {
if(typeof(pixel.extremePanicStart) == "undefined") {
//console.log("oops");
pixel.extremePanicStart = null
};
if (tryMove(pixel, pixel.x, pixel.y+1)) { // Fall
if (!isEmpty(pixel.x, pixel.y-2, true)) { // Drag head down
var headpixel = pixelMap[pixel.x][pixel.y-2];
if (headpixel.element == "head") {
if (isEmpty(pixel.x, pixel.y-1)) {
movePixel(pixelMap[pixel.x][pixel.y-2], pixel.x, pixel.y-1);
}
else {
swapPixels(pixelMap[pixel.x][pixel.y-2], pixelMap[pixel.x][pixel.y-1]);
}
}
}
}
doHeat(pixel);
doBurning(pixel);
doElectricity(pixel);
if (pixel.dead) {
// Turn into rotten_meat if pixelTicks-dead > 500
if (pixelTicks-pixel.dead > 200) {
changePixel(pixel,"rotten_meat");
}
return
}
// Find the head
if (!isEmpty(pixel.x, pixel.y-1, true) && pixelMap[pixel.x][pixel.y-1].element == "head") {
var head = pixelMap[pixel.x][pixel.y-1];
if (head.dead) { // If head is dead, kill body
pixel.dead = head.dead;
}
}
else { var head = null }
if (isEmpty(pixel.x, pixel.y-1)) {
// create blood if decapitated 10% chance
if (Math.random() < 0.1) {
createPixel("blood", pixel.x, pixel.y-1);
// set dead to true 15% chance
if (Math.random() < 0.15) {
pixel.dead = pixelTicks;
}
}
}
if (head == null) { return };
if (Math.random() < (0.1 + head.panic)) { // Move 10% chance, varying depending on panic value
var movesToTry = [
[1*pixel.dir,0],
[1*pixel.dir,-1],
];
// While movesToTry is not empty, tryMove(pixel, x, y) with a random move, then remove it. if tryMove returns true, break.
while (movesToTry.length > 0) {
var move = movesToTry.splice(Math.floor(Math.random() * movesToTry.length), 1)[0];
/*
console.log(move);
console.log("Body X:", pixel.x, "to", pixel.x+move[0]);
console.log("Body Y:", pixel.y, "to", pixel.y+move[1]);
console.log("Head X:",head.x, "to", head.x+move[0]);
console.log("Head Y:", head.y, "to", head.y+move[1]);
*/
//If head coords are empty
if (isEmpty(pixel.x+move[0], pixel.y+move[1]) && isEmpty(head.x+move[0], head.y+move[1])) {
//console.log("Head target coords are empty");
if (tryMove(pixel, pixel.x+move[0], pixel.y+move[1])) {
movePixel(head, head.x+move[0], head.y+move[1]);
//console.log(`Moved body to (${pixel.x},${pixel.y}) and head to (${head.x},${head.y})`);
//console.log(`Head-body offset (should always be [0,-1]): [${head.x-pixel.x},${head.y-pixel.y}]`)
break;
}
}
}
// 15% chance to change direction
if(!head.dirLocked) {
if (Math.random() < 0.15) {
pixel.dir *= -1;
//console.log("*turns around cutely to face ${pixel.dir < 0 ? 'left' : 'right'}*");
};
};
};
//if not flagged for extreme panic
//extreme panic will not be flagged in good moods, just to be nice
if(pixel.extremePanicStart == null && head.panic > 0.8 && head.mood <= 0) {
//flag extreme panic
pixel.extremePanicStart = pixelTicks;
}
//if flagged for extreme panic and panic is still extreme
else if(pixel.extremePanicStart != null && (head.panic > 0.8 && head.mood <= 0)) {
//if extreme panic lasts too long
if(pixelTicks - pixel.extremePanicStart > 350) {
//random chance to die from exhaustion/a heart attack/whatever
if(Math.random() < 0.01) {
pixel.dead = true;
};
};
}
//if flagged for extreme panic and extreme panic is no longer extreme
else if(pixel.extremePanicStart != null && (head.panic <= 0.8 || head.mood > 0)) {
//unflag
pixel.extremePanicStart = null;
};
};
elements.body.onTryMoveInto = function(pixel,otherPixel) {
var pX = pixel.x;
var pY = pixel.y;
if(!pixel.dead && hasPixel(pX,pY-1,"head")) { //if this body pixel is alive and has a head
var head = pixelMap[pX][pY-1];
var otherElement = otherPixel.element;
var oX = otherPixel.x;
var oY = otherPixel.y;
if(oY !== (pY - 1)) { //exclude the head above this body
if(otherElement === "head") { //if the pixel hitting this body is a head
if(hasPixel(oX,oY+1,"body")) { //if the pixel hitting this pixel has a body under it
var otherBody = pixelMap[oX][oY+1];
if(otherPixel.dead || otherBody.dead) { //if either part of that human is dead
head.panic += 0.08; //being hit by a dead ******* body is terrifying
} else {
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if(otherPixel.panic > 0.04 && otherPixel.mood <= 0) { head.panic += 0.04 }; //living, normal, bodied heads scare only if that incoming human is already scared
};
} else { //if it's a severed head
if(otherPixel.dead) { //if the head is dead
head.panic += 0.08; //being hit by a /severed ******* head/ is terrifying
} else {
head.panic += 0.1; //being hit by a //******* severed head that's still alive// is even worse
};
};
} else if(otherElement === "body") { //if the pixel hitting this body is a body
if(hasPixel(oX,oY-1,"head")) { //if the pixel hitting this pixel has a head on it
var otherHead = pixelMap[oX][oY-1];
if(otherPixel.dead || otherHead.dead) { //if either part of that human is dead
head.panic += 0.06; //dead whole body case
} else {
if(otherHead.panic > 0.04) { head.panic += 0.04 }; //living, normal, bodied heads scare only if that incoming human is already scared
};
} else { //severed body case
if(otherPixel.dead) { //if the body is dead
head.panic += 0.08; //imagine being hit by a severed human without the head
} else {
head.panic += 0.1; //imagine the above but the heart is still beating
};
};
};
};
};
};
elements.head.properties = {
dead: false,
dirLocked: false,
panic: 0,
};
elements.head.tick = function(pixel) {
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doHeat(pixel);
doBurning(pixel);
doElectricity(pixel);
if (pixel.dead) {
// Turn into rotten_meat if pixelTicks-dead > 500
if (pixelTicks-pixel.dead > 200) {
changePixel(pixel,"rotten_meat");
return
}
}
// Find the body
if (!isEmpty(pixel.x, pixel.y+1, true) && pixelMap[pixel.x][pixel.y+1].element == "body") {
var body = pixelMap[pixel.x][pixel.y+1];
if (body.dead) { // If body is dead, kill head
pixel.dead = body.dead;
}
}
else { var body = null }
if (isEmpty(pixel.x, pixel.y+1)) {
tryMove(pixel, pixel.x, pixel.y+1);
// create blood if severed 10% chance
if (isEmpty(pixel.x, pixel.y+1) && !pixel.dead && Math.random() < 0.1) {
createPixel("blood", pixel.x, pixel.y+1);
// set dead to true 15% chance
if (Math.random() < 0.15) {
pixel.dead = pixelTicks;
}
}
}
pixel.mood ??= 0;
if((pixelTicks-pixel.start) % 5 === 0) {
//Vision loop
var pX = pixel.x;
var pY = pixel.y;
if(pixel.dir === -1) {
for(i = -4; i < 4+1; i++) {
var oY = i;
//console.log(`Starting row look at row ${pY+oY}`)
for(j = (-1); j > (-16 - 1); j--) {
var oX = j;
var nX = pX+oX;
var nY = pY+oY;
if(outOfBounds(nX,nY)) {
//console.log(`Stopping row look at pixel (${nX},${nY}) due to OoB`)
break;
};
if(isEmpty(nX,nY)) {
//console.log(`Skipping pixel (${nX},${nY}) (empty)`)
continue;
};
if(!isEmpty(nX,nY,true)) {
var newPixel = pixelMap[nX][nY];
var newElement = newPixel.element;
if(Object.keys(goodPixels).includes(newElement)) {
//no dir flip
if(Math.random() > goodPixels[newElement].panicChangeChance) {
pixel.panic += goodPixels[newElement].panicChange;
pixel.mood += goodPixels[newElement].moodChange; //like if there was a pretty painting item, it would make you feel better but you wouldn't necessarily feel the need to run towards it
};
pixel.dirLocked = true;
} else if(Object.keys(badPixels).includes(newElement)) {
body.dir = 1; //flip dir
if(Math.random() > badPixels[newElement].panicChangeChance) {
pixel.panic += badPixels[newElement].panicChange;
pixel.mood += badPixels[newElement].moodChange;
};
pixel.dirLocked = true;
}; //good and bad should be mutually exclusive; good will be evaulated first because one inevitably has to be considered first
if(otherPixels.includes(newElement)) {
//specific custom code
if(newElement === "head") {
if(hasPixel(nX,nY+1,"body")) {
var newBody = pixelMap[nX][nY+1];
if(newPixel.dead || newBody.dead) {
pixel.panic += 0.02; //if it's seeing a whole human, it's likely to see the dead head and the dead body, thus double-executing
//it would be nice if there was a way to avoid double/multiple detection of the same human
if(hasPixel(pX,pY+1,"body")) { //mix error-proofing
var body = pixelMap[pX][pY+1];
body.dir = 1; //run away
};
} else {
if(newPixel.panic > 0.04) {
if(newPixel.panic > 0.8) {
pixel.panic += 0.015; //it will add up
} else if(newPixel.panic > 0.6) {
pixel.panic += 0.012;
} else if(newPixel.panic > 0.4) {
pixel.panic += 0.009;
} else if(newPixel.panic > 0.2) {
pixel.panic += 0.006;
} else {
pixel.panic += 0.003;
};
//the vision loop is in the head, and this is in the "seeing head" case, then this will happen when the head sees another head, and heads store panic; this is in the "other head" is panicking case so this will ultimately be the code that runs when its human sees another human panicking
if(Math.random() < 0.5) {
//run in same direction as panicking person
pixel.dir = newPixel.dir
};
};
};
} else { //severed head
newPixel.dead ? pixel.panic += 0.03 : pixel.panic += 0.04;
if(hasPixel(pX,pY+1,"body")) {
var body = pixelMap[pX][pY+1];
body.dir = 1; //run away
};
};
} else if(newElement === "body") {
if(hasPixel(nX,nY-1,"head")) {
var newHead = pixelMap[nX][nY-1];
if(newPixel.dead || newHead.dead) {
pixel.panic += 0.02;
if(hasPixel(pX,pY+1,"body")) {
var body = pixelMap[pX][pY+1];
body.dir = 1; //run away
};
} else {
if(newHead.panic > 0.04) {
if(newHead.panic > 0.8) {
pixel.panic += 0.014; //it will add up
} else if(newHead.panic > 0.6) {
pixel.panic += 0.011;
} else if(newHead.panic > 0.4) {
pixel.panic += 0.008;
} else if(newHead.panic > 0.2) {
pixel.panic += 0.005;
} else {
pixel.panic += 0.002;
};
};
};
} else { //severed body
newPixel.dead ? pixel.panic += 0.025 : pixel.panic += 0.035;
if(hasPixel(pX,pY+1,"body")) { //mix error-proofing
var body = pixelMap[pX][pY+1];
body.dir = 1; //run away
};
};
};
};
//code outside of those three if blocks will be applied to pixels of all elements
if(!elements[newElement].transparent) {
break; //can't see through humans
};
};
};
};
} else if(pixel.dir === 1) {
for(i = -4; i < 4+1; i++) {
var oY = i;
//console.log(`Starting row look at row ${pY+oY}`)
for(j = 1; j < 16 + 1; j++) {
var oX = j;
var nX = pX+oX;
var nY = pY+oY;
if(outOfBounds(nX,nY)) {
//console.log(`Stopping row look at pixel (${nX},${nY}) due to OoB`)
break;
};
if(isEmpty(nX,nY)) {
//console.log(`Skipping pixel (${nX},${nY}) (empty)`)
continue;
};
if(!isEmpty(nX,nY,true)) {
var newPixel = pixelMap[nX][nY];
var newElement = newPixel.element;
if(Object.keys(goodPixels).includes(newElement)) {
//no dir flip
if(Math.random() > goodPixels[newElement].panicChangeChance) {
pixel.panic += goodPixels[newElement].panicChange;
pixel.mood += goodPixels[newElement].moodChange;
};
pixel.dirLocked = true;
} else if(Object.keys(badPixels).includes(newElement)) {
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if(hasPixel(pX,pY+1,"body")) {
var body = pixelMap[pX][pY+1];
body.dir = -1; //run away
};
if(Math.random() > badPixels[newElement].panicChangeChance) {
pixel.panic += badPixels[newElement].panicChange;
pixel.mood += badPixels[newElement].moodChange;
};
pixel.dirLocked = true;
}; //good and bad should be mutually exclusive; good will be evaulated first because one inevitably has to be considered first
if(otherPixels.includes(newElement)) {
if(newElement === "head") {
if(hasPixel(nX,nY+1,"body")) {
var newBody = pixelMap[nX][nY+1];
if(newPixel.dead || newBody.dead) {
pixel.panic += 0.02; //if it's seeing a whole human, it's likely to see the dead head and the dead body, thus double-executing
//it would be nice if there was a way to avoid double/multiple detection of the same human
if(hasPixel(pX,pY+1,"body")) {
var body = pixelMap[pX][pY+1];
body.dir = -1; //run away
};
} else {
if(newPixel.panic > 0.04) {
if(newPixel.panic > 0.8) {
pixel.panic += 0.015; //it will add up
} else if(newPixel.panic > 0.6) {
pixel.panic += 0.012;
} else if(newPixel.panic > 0.4) {
pixel.panic += 0.009;
} else if(newPixel.panic > 0.2) {
pixel.panic += 0.006;
} else {
pixel.panic += 0.003;
};
};
};
} else { //severed head
newPixel.dead ? pixel.panic += 0.03 : pixel.panic += 0.04;
if(hasPixel(pX,pY+1,"body")) {
var body = pixelMap[pX][pY+1];
body.dir = -1; //run away
};
};
} else if(newElement === "body") {
if(hasPixel(nX,nY-1,"head")) {
var newHead = pixelMap[nX][nY-1];
if(newPixel.dead || newHead.dead) {
pixel.panic += 0.02;
if(hasPixel(pX,pY+1,"body")) {
var body = pixelMap[pX][pY+1];
body.dir = -1; //run away
};
} else {
if(newHead.panic > 0.04) {
if(newHead.panic > 0.8) {
pixel.panic += 0.014; //it will add up
} else if(newHead.panic > 0.6) {
pixel.panic += 0.011;
} else if(newHead.panic > 0.4) {
pixel.panic += 0.008;
} else if(newHead.panic > 0.2) {
pixel.panic += 0.005;
} else {
pixel.panic += 0.002;
};
};
};
} else { //severed body
newPixel.dead ? pixel.panic += 0.025 : pixel.panic += 0.035;
if(hasPixel(pX,pY+1,"body")) {
var body = pixelMap[pX][pY+1];
body.dir = -1; //run away
};
};
};
};
//code outside of those three if blocks will be applied to pixels of all elements
if(!elements[newElement].transparent) {
break; //can't see through humans
};
};
};
};
};
};
validatePanic(pixel);
if(Math.random() < 0.01) { //1% chance each tick to lose interest
pixel.dirLocked = false;
//console.log("Meh.");
};
if(Math.random() < ((pixel.panic) > 0.8 ? 0.04 : 0.02)) { //2% chance each tick to decrease panic (4% if the panic is extreme)
//console.log("Decreasing panic");
pixel.panic < 0.05 ? pixel.panic = 0 : pixel.panic -= 0.05;
};
};
elements.head.breakInto = ["bone","brain","brain","cerebrospinal_fluid","blood","blood","meat"];
elements.head.onTryMoveInto = function(pixel,otherPixel) {
var pX = pixel.x;
var pY = pixel.y;
if(!pixel.dead) {
var otherElement = otherPixel.element;
var oX = otherPixel.x;
var oY = otherPixel.y;
if(oY !== (pY + 1)) { //exclude the body under this head
if(otherElement === "head") { //if the pixel hitting this head is also a head
//console.log("head.onTryMoveInto: Head has tried to move into head");
if(hasPixel(oX,oY+1,"body")) { //if the pixel hitting this pixel has a body under it
var otherBody = pixelMap[oX][oY+1];
if(otherPixel.dead || otherBody.dead) { //if either part of that human is dead
pixel.panic += 0.08; //being hit by a dead ******* body is terrifying
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//console.log("head.onTryMoveInto: panic increase, case: head hit by dead whole body (head's code branch)");
} else {
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//if(otherPixel.panic > 0.04) { pixel.panic += 0.04; console.log("head.onTryMoveInto: panic increase, case: head hit by panicked whole body (head's code branch)"); }; //living, normal, headed bodies scare only if that incoming human is already scared
};
} else { //if it's a severed head
if(otherPixel.dead) { //if the head is dead
pixel.panic += 0.08; //being hit by a /severed ******* head/ is terrifying
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//console.log("head.onTryMoveInto: panic increase, case: head hit by dead severed head");
} else {
pixel.panic += 0.1; //being hit by a //******* severed head that's still alive// is even worse
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//console.log("head.onTryMoveInto: panic increase, case: head hit by living severed head");
};
};
} else if(otherElement === "body") { //if the pixel hitting this head is a body
if(hasPixel(oX,oY-1,"head")) { //if the body hitting this pixel has a head on it
var otherHead = pixelMap[oX][oY-1];
if(otherPixel.dead || otherHead.dead) { //if either part of that human is dead
pixel.panic += 0.03; //dead whole body case
//console.log("head.onTryMoveInto: panic increase, case: head hit by dead whole body (body's code branch)");
} else {
if(otherHead.panic > 0.04) {
pixel.panic += 0.03;
//console.log("head.onTryMoveInto: panic increase, case: head crushed by panicked whole body (body's code branch)");
} else {
pixel.panic += 0.02;
//console.log("head.onTryMoveInto: panic increase, case: head crushed by whole body (body's code branch)");
};
};
} else { //severed body case
if(otherPixel.dead) { //if the body is dead
pixel.panic += 0.04; //imagine being hit by a severed human without the head
//console.log("head.onTryMoveInto: panic increase, case: head hit by dead severed body");
} else {
pixel.panic += 0.05; //imagine the above but the heart is still beating
//console.log("head.onTryMoveInto: panic increase, case: head hit by living severed body");
};
};
} else {
if(oX === pX && oY === pY-1) {
var otherInfo = elements[otherElement];
var otherState; typeof(otherInfo.state) === "undefined" ? otherState = null : otherState = otherInfo.state;
var otherDensity = typeof(otherInfo.density) === "undefined" ? otherDensity = null : otherDensity = otherInfo.density;
if(otherState === "solid") {
if(otherDensity > 5000) {
var chance = (0.1 + (otherDensity/50000)) / 5;
if(Math.random() < chance) {
breakPixel(pixel);
};
} else if(otherDensity >= 500) {
pixel.panic += (0.01 * (otherDensity / 500));
} else if(otherDensity >= 100) {
pixel.panic += (0.001 * (otherDensity / 100));
};
};
};
};
};
};
};
//Worldgen preset for testing
worldgentypes.basalt_dirt = {
layers: [
[0, "basalt", 0.05],
[0, "dirt"]
]
};
kep1er = [
["first_impact", ["#664482","#cf4ba3","#c15ca9","#f0a669"]],
["doublast", ["#2b98fd","#d0e26d","#e6f049","#dce4b3"]],
["fly-up", ["#f2f2f2","#15a667","#de0180"]],
["troubleshooter", ["#291923","#ed3fb6","#fee6f8","#64c5e0","#d6cdca","#330d25"]],
["fly-by", ["#e7e6dd","#fcf0ef","#efa1ba","#8d7cb6","#5e74ba","#2b5db5","#e292b7"]],
["lovestruck", ["#bfd9f0","#bfd9f0","#fef792","#c36475","#edd1d6"]],
];
for(index in kep1er) {
index = parseInt(index);
var newName = kep1er[index][0];
var newColor = kep1er[index][1];
var newDisplayName = newName.replaceAll("_"," ").replaceAll("-"," - ").split(" ").map(x => x.substring(0,1).toUpperCase() + x.substring(1)).join(" ").replace(" - ","-");
elements[newName] = {
name: newDisplayName,
color: newColor,
tempHigh: 200,
stateHigh: ["ash","molten_plastic"],
density: 332, //based off of First Impact: https://www.amazon.com/Kep1er-IMPACT-Contents-Tracking-Connect/dp/B09MQMNZ62
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tick: function(pixel) {
if(!(tryMove(pixel,pixel.x,pixel.y+1))) {
var directions = [];
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if(isEmpty(pixel.x-1,pixel.y+1) && isEmpty(pixel.x-1,pixel.y+2)) {
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directions.push(-1)
};
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if(isEmpty(pixel.x+1,pixel.y+1) && isEmpty(pixel.x+1,pixel.y+2)) {
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directions.push(1)
};
if(directions.length > 0) {
tryMove(pixel,pixel.x+directions[Math.floor(Math.random() * directions.length)],pixel.y)
};
}
},
reactions: {
water: { elem1: ["plastic","cellulose","cellulose"], elem2: ["water","water","cellulose",null,null], chance: 0.8 }
},
burn: 40,
burnTime: 150,
burnInto: ["ash","molten_plastic","carbon_dioxide","smoke"],
category: "other"
};
goodPixels[newName] = { panicChange: 0.01, panicChangeChance: 0.2, moodChange: 0.035 };
};
} else {
enabledMods.splice(enabledMods.indexOf(modName),0,onTryMoveIntoMod)
localStorage.setItem("enabledMods", JSON.stringify(enabledMods));
alert(`The ${onTryMoveIntoMod} mod is required and has been automatically inserted (reload for this to take effect).`)
};