sandboxels/mods/humans.js

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// Mod deprecated. Merged with base game.
/*elements.human = {
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color: ["#f5eac6","#d4c594","#a89160","#7a5733","#523018","#361e0e"],
category: "life",
properties: {
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dead: false,
dir: 1,
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panic: 0,
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},
tick: function(pixel) {
if (isEmpty(pixel.x, pixel.y+1)) {
createPixel("body", pixel.x, pixel.y+1);
pixel.element = "head";
}
else if (isEmpty(pixel.x, pixel.y-1)) {
createPixel("head", pixel.x, pixel.y-1);
pixelMap[pixel.x][pixel.y-1].color = pixel.color;
pixel.element = "body";
pixel.color = pixelColorPick(pixel)
}
else {
deletePixel(pixel.x, pixel.y);
}
},
};
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// If pixelTicks%60 == 0, look left and right from the head 20 pixels.
// If something favorable is found, set target to that pixel.
// If something unfavorable is found, set target to a few pixels in the opposite direction. Raise panic attribute.
// If nothing is found, set target to null.
// If target is not null, switch direction towards target.
// Favorable Things: food category, wood, tree_branch, plant, bamboo, gold_coin, firefly, frog
// Unfavorable Things: acid, fire, magma, plasma, cold_fire, electric, laser, infection, cancer, rat, bee, blood, weapons category, superheater, freezer, tesla_coil, virus, gray_goo, antimatter, void
// Panic attribute, 0-1, increases movement rate.
// On fire raises panic.
// Trample: grass, petal, pistil
// Regulate temperature.
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elements.body = {
color: ["#049699","#638A61"],
category: "life",
hidden: true,
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density: 1500,
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state: "solid",
conduct: 25,
tempHigh: 250,
stateHigh: "cooked_meat",
tempLow: -30,
stateLow: "frozen_meat",
burn: 10,
burnTime: 250,
burnInto: "cooked_meat",
reactions: {
"cancer": { "elem1":"cancer", "chance":0.005 },
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"radiation": { "elem1":["ash","meat","rotten_meat","cooked_meat"], "chance":0.4 },
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},
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properties: {
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dead: false,
dir: 1,
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panic: 0,
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},
tick: function(pixel) {
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if (tryMove(pixel, pixel.x, pixel.y+1)) { // Fall
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if (!isEmpty(pixel.x, pixel.y-2, true)) { // Drag head down
var headpixel = pixelMap[pixel.x][pixel.y-2];
if (headpixel.element == "head") {
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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]);
}
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}
}
}
doHeat(pixel);
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doBurning(pixel);
doElectricity(pixel);
if (pixel.dead) {
// Turn into rotten_meat if pixelTicks-dead > 500
if (pixelTicks-pixel.dead > 200) {
pixel.element = "rotten_meat";
pixel.color = pixelColorPick(pixel);
}
return
}
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// 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];
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if (head.dead) { // If head is dead, kill body
pixel.dead = head.dead;
}
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}
else { var head = null }
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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) {
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pixel.dead = pixelTicks;
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}
}
}
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else if (head == null) { return }
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else if (Math.random() < 0.1) { // Move 10% chance
var movesToTry = [
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[1*pixel.dir,0],
[1*pixel.dir,-1],
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];
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// 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];
if (isEmpty(pixel.x+move[0], pixel.y+move[1]-1)) {
if (tryMove(pixel, pixel.x+move[0], pixel.y+move[1])) {
movePixel(head, head.x+move[0], head.y+move[1]);
break;
}
}
}
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// 15% chance to change direction
if (Math.random() < 0.15) {
pixel.dir *= -1;
}
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}
},
};
elements.head = {
color: ["#f5eac6","#d4c594","#a89160","#7a6433","#524018"],
category: "life",
hidden: true,
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density: 1080,
state: "solid",
conduct: 25,
tempHigh: 250,
stateHigh: "cooked_meat",
tempLow: -30,
stateLow: "frozen_meat",
burn: 10,
burnTime: 250,
burnInto: "cooked_meat",
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reactions: {
"cancer": { "elem1":"cancer", "chance":0.005 },
"radiation": { "elem1":["ash","meat","rotten_meat","cooked_meat"], "chance":0.4 },
},
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properties: {
dead: false
},
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) {
pixel.element = "rotten_meat";
pixel.color = pixelColorPick(pixel);
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 }
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if (isEmpty(pixel.x, pixel.y+1)) {
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tryMove(pixel, pixel.x, pixel.y+1);
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// 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) {
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pixel.dead = pixelTicks;
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}
}
}
}
};
if (!elements.blood.reactions) {
elements.blood.reactions = {};
}
// Blood mud
elements.blood.reactions.dirt = {
"elem1": null,
"elem2": "mud",
}
// Blood sand
elements.blood.reactions.sand = {
"elem1": null,
"elem2": "wet_sand",
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}*/