sandboxels/mods/war_crimes.js

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2024-06-21 04:32:27 -04:00
// feel free to add to/improve this mod
// this has bee worked on by:
// voidapex11
elements.tear_gas = {
color: "#d5dce6",
behavior: [
"XX|XX|XX",
"XX|XX|M2%2.5 AND BO",
"XX|M1%1|XX"
],
tick: function (pixel) {
for (var i = 0; i < adjacentCoords.length; i++) {
var coords = adjacentCoords[i];
var x = pixel.x + coords[0];
var y = pixel.y + coords[1];
try { // this code causes errors acationally, who knows why.
if (!isEmpty(x, y)) {
if (pixelMap[x][y].element == "tear_gas_grenade") {
var x = pixel.x - coords[0];
var y = pixel.y - coords[1];
tryMove(pixel, x, y)
}
}
} catch {} // lazy fix
}
},
category: "weapons",
temp: 20,
cooldown: 1,
reactions: {
"head": { elem2: ["head", "rotten_meat"], elem1: ["tear_gas", "tear_gas", "salt_water"], chance: 0.1, oneway: true },
"body": { elem2: "rotten_meat", chance: 0.05, oneway: true },
},
tempLow: -30,
state: "gas",
density: 0.4,
ignoreAir: true,
};
elements.tear_gas_grenade = {
color: "#65665c",
behavior: [
"XX|CR:tear_gas|XX",
"CR:tear_gas%80|EX:4>tear_gas%5|CR:tear_gas%80",
"M2|M1|M2",
],
category: "weapons",
state: "solid",
density: 7300,
conduct: 0.73,
tempHigh: 1455.5,
stateHigh: "molten_steel",
excludeRandom: true,
cooldown: 5,
nocheer: true,
};
elements.sonic_grenade = {
color: "#65665c",
tick: function (pixel) {
if (!pixel.primed) {
ground=false
num = 0
coords=lineCoords(pixel.x,pixel.y,pixel.x,pixel.y+20)
for (coord in coords) {
pxl=coords[coord]
if (!isEmpty(pxl[0],pxl[1])) {
if (num>=5) {
ground=true
break
}
if (elements[pixel.element].density>100||elements[pixel.element].hardness!==undefined) {
num++
}
} else {
num--
}
}
if (ground) {
pixel.primed=true
}
}
if ((pixel.primed||!isEmpty(pixel.x, pixel.y + 1))&&((Math.random() < 0.05) || (isEmpty(pixel.x, pixel.y + 1) && Math.random() < 0.3))) {
// if ~random chance~ or it has something below it & ~higher random chance~: explode
coords = circleCoords(pixel.x, pixel.y, 10);
for (i in coords) {
coord = coords[i]
var x = coord.x;
var y = coord.y;
if (!isEmpty(x, y, true)) {
pxl = pixelMap[x][y]
if ((typeof elements[pxl.element].density == "number")||(elements[pxl.element].hardness!==undefined)) {
if ((elements[pxl.element].density > 2000)||(elements[pxl.element].hardness!==undefined)) {
if (elements[pxl.element].breakInto&&(Math.random()>0.2||pxl.element=="glass")) {
if (Math.random()>0.4) {
deletePixel(x,y)
} else {
breakPixel(pxl);
}
pxl = pixelMap[x][y]
}
}
}
}
}
explodeAt(pixel.x, pixel.y, 3, "smoke")
deletePixel(pixel.x, pixel.y)
return
} else {
if (isEmpty(pixel.x, pixel.y + 1, true)) {
// first, try to move straight down
tryMove(pixel, pixel.x, pixel.y + 1)
} else if ((Math.random() < 0.5) && isEmpty(pixel.x + 1, pixel.y + 1, true)) {
tryMove(pixel, pixel.x + 1, pixel.y + 1)
} else if (isEmpty(pixel.x - 1, pixel.y + 1, true)) {
tryMove(pixel, pixel.x - 1, pixel.y + 1)
}
}
},
category: "weapons",
state: "solid",
density: 7300,
conduct: 0.73,
tempHigh: 1455.5,
stateHigh: "molten_steel",
excludeRandom: true,
cooldown: 5,
nocheer: true,
};