fix move bug, add mood, tweak panic, added kep1er
This commit is contained in:
parent
cc4221efa1
commit
26e0ee09f3
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@ -1,5 +1,23 @@
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var modName = "mods/human_edit.js";
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var onTryMoveIntoMod = "mods/onTryMoveInto.js";
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if(typeof(breakPixel) == "undefined") {
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function breakPixel(pixel,changetemp=false,defaultBreakIntoDust=false) {
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var info = elements[pixel.element];
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if(typeof(info.breakInto) === "undefined") {
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if(defaultBreakIntoDust) {
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if(Math.random() < defaultBreakIntoDust) { changePixel(pixel,"dust",changetemp) };
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};
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return defaultBreakIntoDust;
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};
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var breakIntoElement = info.breakInto;
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if(Array.isArray(breakIntoElement)) {
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breakIntoElement = breakIntoElement[Math.floor(Math.random() * breakIntoElement.length)]
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};
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changePixel(pixel,breakIntoElement,changetemp)
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return true
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}
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};
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function hasPixel(x,y,elementInput) {
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if(isEmpty(x,y,true)) { //if empty, it can't have a pixel
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return false;
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@ -15,22 +33,6 @@ function hasPixel(x,y,elementInput) {
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};
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};
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function breakPixel(pixel,changetemp=false,defaultBreakIntoDust=false) {
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var info = elements[pixel.element];
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if(typeof(info.breakInto) === "undefined") {
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if(defaultBreakIntoDust) {
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if(Math.random() < defaultBreakIntoDust) { changePixel(pixel,"dust",changetemp) };
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};
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return defaultBreakIntoDust;
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};
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var breakIntoElement = info.breakInto;
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if(Array.isArray(breakIntoElement)) {
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breakIntoElement = breakIntoElement[Math.floor(Math.random() * breakIntoElement.length)]
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};
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changePixel(pixel,breakIntoElement,changetemp)
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return true;
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};
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if(enabledMods.includes(onTryMoveIntoMod)) {
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elements.brain = {
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color: ["#fce3e3","#deb6c5","#f5ced5","#e87b8f"],
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@ -98,31 +100,39 @@ if(enabledMods.includes(onTryMoveIntoMod)) {
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//console.log(`Bounding code running from value of ${pixel.panic}`);
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pixel.panic = Math.max(0,Math.min(1,pixel.panic));
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//console.log(`Validation result: Panic set to ${pixel.panic}`);
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if(Number.isNaN(pixel.mood)) {
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//console.log("NaN case: panic set to 0");
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pixel.mood = 0;
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};
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//console.log(`Bounding code running from value of ${pixel.panic}`);
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pixel.mood = Math.max(-3,Math.min(3,pixel.mood));
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//console.log(`Validation result: Panic set to ${pixel.panic}`);
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};
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goodPixels = {
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silver: { panicIncrease: 0.01, panicIncreaseChance: 0.1 },
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gold: { panicIncrease: 0.02, panicIncreaseChance: 0.15 },
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diamond: { panicIncrease: 0.03, panicIncreaseChance: 0.2 },
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silver: { panicChange: 0.01, panicChangeChance: 0.1, moodChange: 0.004 },
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gold: { panicChange: 0.02, panicChangeChance: 0.15, moodChange: 0.01 },
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diamond: { panicChange: 0.03, panicChangeChance: 0.2, moodChange: 0.02 },
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}; //effectively, the difference is that good pixels don't make the human flip direction (run away);
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badPixels = {
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rotten_meat: { panicIncrease: 0.02, panicIncreaseChance: 0.15 },
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blood: { panicIncrease: 0.06, panicIncreaseChance: 0.2 },
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brain: { panicIncrease: 0.1, panicIncreaseChance: 0.3 },
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fire: { panicIncrease: 0.1, panicIncreaseChance: 0.1 },
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poison: { panicIncrease: 0.2, panicIncreaseChance: 0.05 },
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grenade: { panicIncrease: 0.2, panicIncreaseChance: 0.4 },
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bomb: { panicIncrease: 0.2, panicIncreaseChance: 0.4 },
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tnt: { panicIncrease: 0.2, panicIncreaseChance: 0.4 },
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dynamite: { panicIncrease: 0.2, panicIncreaseChance: 0.4 },
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anti_bomb: { panicIncrease: 0.2, panicIncreaseChance: 0.4 },
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cluster_bomb: { panicIncrease: 0.2, panicIncreaseChance: 0.4 },
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landmine: { panicIncrease: 0.25, panicIncreaseChance: 0.1 },
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fireball: { panicIncrease: 0.25, panicIncreaseChance: 0.45 },
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magma: { panicIncrease: 0.3, panicIncreaseChance: 0.2 },
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plasma: { panicIncrease: 0.3, panicIncreaseChance: 0.2 },
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nuke: { panicIncrease: 1, panicIncreaseChance: 1 }, //insta-panic
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cluster_nuke: { panicIncrease: 1, panicIncreaseChance: 1 }, //insta-panic
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rotten_meat: { panicChange: 0.02, panicChangeChance: 0.15, moodChange: -0.015 },
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blood: { panicChange: 0.06, panicChangeChance: 0.2, moodChange: -0.006 },
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brain: { panicChange: 0.1, panicChangeChance: 0.3, moodChange: -0.005 },
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fire: { panicChange: 0.1, panicChangeChance: 0.1, moodChange: 0 },
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poison: { panicChange: 0.2, panicChangeChance: 0.05, moodChange: -0.01 },
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grenade: { panicChange: 0.2, panicChangeChance: 0.4, moodChange: -0.3 },
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bomb: { panicChange: 0.2, panicChangeChance: 0.4, moodChange: -0.3 },
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tnt: { panicChange: 0.2, panicChangeChance: 0.4, moodChange: 0 },
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dynamite: { panicChange: 0.2, panicChangeChance: 0.4, moodChange: -0.3 },
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anti_bomb: { panicChange: 0.2, panicChangeChance: 0.4, moodChange: -0.3 },
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cluster_bomb: { panicChange: 0.2, panicChangeChance: 0.4, moodChange: -0.4 },
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landmine: { panicChange: 0.25, panicChangeChance: 0.1, moodChange: -0.3 },
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fireball: { panicChange: 0.25, panicChangeChance: 0.45, moodChange: -0.35 },
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magma: { panicChange: 0.3, panicChangeChance: 0.2, moodChange: 0 },
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plasma: { panicChange: 0.3, panicChangeChance: 0.2, moodChange: 0 },
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nuke: { panicChange: 1, panicChangeChance: 1, moodChange: -1 }, //insta-panic
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cluster_nuke: { panicChange: 1, panicChangeChance: 1, moodChange: -1 }, //insta-panic
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}; //testing
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otherPixels = ["head","body"]; //do custom code here
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@ -137,8 +147,13 @@ if(enabledMods.includes(onTryMoveIntoMod)) {
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elements.body.properties = {
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dead: false,
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dir: 1,
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extremePanicStart: null,
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};
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elements.body.tick = function(pixel) {
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if(typeof(pixel.extremePanicStart) == "undefined") {
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//console.log("oops");
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pixel.extremePanicStart = null
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};
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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
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var headpixel = pixelMap[pixel.x][pixel.y-2];
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@ -192,9 +207,20 @@ if(enabledMods.includes(onTryMoveIntoMod)) {
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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.
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while (movesToTry.length > 0) {
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var move = movesToTry.splice(Math.floor(Math.random() * movesToTry.length), 1)[0];
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if (isEmpty(pixel.x+move[0], pixel.y+move[1]-1)) {
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/*
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console.log(move);
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console.log("Body X:", pixel.x, "to", pixel.x+move[0]);
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console.log("Body Y:", pixel.y, "to", pixel.y+move[1]);
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console.log("Head X:",head.x, "to", head.x+move[0]);
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console.log("Head Y:", head.y, "to", head.y+move[1]);
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*/
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//If head coords are empty
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if (isEmpty(pixel.x+move[0], pixel.y+move[1]) && isEmpty(head.x+move[0], head.y+move[1])) {
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//console.log("Head target coords are empty");
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if (tryMove(pixel, pixel.x+move[0], pixel.y+move[1])) {
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movePixel(head, head.x+move[0], head.y+move[1]);
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//console.log(`Moved body to (${pixel.x},${pixel.y}) and head to (${head.x},${head.y})`);
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//console.log(`Head-body offset (should always be [0,-1]): [${head.x-pixel.x},${head.y-pixel.y}]`)
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break;
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}
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}
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@ -206,11 +232,32 @@ if(enabledMods.includes(onTryMoveIntoMod)) {
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//console.log("*turns around cutely to face ${pixel.dir < 0 ? 'left' : 'right'}*");
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};
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};
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};
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//if not flagged for extreme panic
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//extreme panic will not be flagged in good moods, just to be nice
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if(pixel.extremePanicStart == null && head.panic > 0.8 && head.mood <= 0) {
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//flag extreme panic
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pixel.extremePanicStart = pixelTicks;
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}
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//if flagged for extreme panic and panic is still extreme
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else if(pixel.extremePanicStart != null && (head.panic > 0.8 && head.mood <= 0)) {
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//if extreme panic lasts too long
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if(pixelTicks - pixel.extremePanicStart > 350) {
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//random chance to die from exhaustion/a heart attack/whatever
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if(Math.random() < 0.01) {
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pixel.dead = true;
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};
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};
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}
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//if flagged for extreme panic and extreme panic is no longer extreme
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else if(pixel.extremePanicStart != null && (head.panic <= 0.8 || head.mood > 0)) {
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//unflag
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pixel.extremePanicStart = null;
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};
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var pX = pixel.x;
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var pY = pixel.y;
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};
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elements.body.onTryMoveInto = function(pixel,otherPixel) {
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var pX = pixel.x;
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var pY = pixel.y;
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@ -260,12 +307,8 @@ if(enabledMods.includes(onTryMoveIntoMod)) {
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dirLocked: false,
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panic: 0,
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};
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elements.head.tick = function(pixel) {
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//debugging: display panic through color and temp
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/*pixel.temp = (pixel.panic * 100);
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var spookyColor = Math.min(pixel.panic,1) * 255;
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var spookyColor2 = 255 - Math.max(pixel.panic-1, 0);
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pixel.color = `rgb(${spookyColor},${spookyColor2},0)`;*/
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doHeat(pixel);
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doBurning(pixel);
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doElectricity(pixel);
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@ -297,6 +340,8 @@ if(enabledMods.includes(onTryMoveIntoMod)) {
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}
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}
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}
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pixel.mood ??= 0;
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if((pixelTicks-pixel.start) % 5 === 0) {
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//Vision loop
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@ -323,14 +368,16 @@ if(enabledMods.includes(onTryMoveIntoMod)) {
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var newElement = newPixel.element;
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if(Object.keys(goodPixels).includes(newElement)) {
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//no dir flip
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if(Math.random() > goodPixels[newElement].panicIncreaseChance) {
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pixel.panic += goodPixels[newElement].panicIncrease;
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if(Math.random() > goodPixels[newElement].panicChangeChance) {
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pixel.panic += goodPixels[newElement].panicChange;
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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
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};
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pixel.dirLocked = true;
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} else if(Object.keys(badPixels).includes(newElement)) {
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body.dir = 1; //flip dir
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if(Math.random() > badPixels[newElement].panicIncreaseChance) {
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pixel.panic += badPixels[newElement].panicIncrease;
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if(Math.random() > badPixels[newElement].panicChangeChance) {
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pixel.panic += badPixels[newElement].panicChange;
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pixel.mood += badPixels[newElement].moodChange;
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};
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pixel.dirLocked = true;
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}; //good and bad should be mutually exclusive; good will be evaulated first because one inevitably has to be considered first
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@ -359,6 +406,12 @@ if(enabledMods.includes(onTryMoveIntoMod)) {
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} else {
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pixel.panic += 0.003;
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};
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//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
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if(Math.random() < 0.5) {
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//run in same direction as panicking person
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pixel.dir = newPixel.dir
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};
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};
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};
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} else { //severed head
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@ -429,8 +482,9 @@ if(enabledMods.includes(onTryMoveIntoMod)) {
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var newElement = newPixel.element;
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if(Object.keys(goodPixels).includes(newElement)) {
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//no dir flip
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if(Math.random() > goodPixels[newElement].panicIncreaseChance) {
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pixel.panic += goodPixels[newElement].panicIncrease;
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if(Math.random() > goodPixels[newElement].panicChangeChance) {
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pixel.panic += goodPixels[newElement].panicChange;
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pixel.mood += goodPixels[newElement].moodChange;
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};
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pixel.dirLocked = true;
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} else if(Object.keys(badPixels).includes(newElement)) {
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@ -438,8 +492,9 @@ if(enabledMods.includes(onTryMoveIntoMod)) {
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var body = pixelMap[pX][pY+1];
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body.dir = -1; //run away
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};
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if(Math.random() > badPixels[newElement].panicIncreaseChance) {
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pixel.panic += badPixels[newElement].panicIncrease;
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if(Math.random() > badPixels[newElement].panicChangeChance) {
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pixel.panic += badPixels[newElement].panicChange;
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pixel.mood += badPixels[newElement].moodChange;
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};
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pixel.dirLocked = true;
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}; //good and bad should be mutually exclusive; good will be evaulated first because one inevitably has to be considered first
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@ -526,12 +581,14 @@ if(enabledMods.includes(onTryMoveIntoMod)) {
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//console.log("Meh.");
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};
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if(Math.random() < 0.02) { //2% chance each tick to decrease panic
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if(Math.random() < ((pixel.panic) > 0.8 ? 0.04 : 0.02)) { //2% chance each tick to decrease panic (4% if the panic is extreme)
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//console.log("Decreasing panic");
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pixel.panic < 0.05 ? pixel.panic = 0 : pixel.panic -= 0.05;
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};
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};
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elements.head.breakInto = ["bone","brain","brain","cerebrospinal_fluid","blood","blood","meat"];
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elements.head.onTryMoveInto = function(pixel,otherPixel) {
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var pX = pixel.x;
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var pY = pixel.y;
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@ -546,40 +603,40 @@ if(enabledMods.includes(onTryMoveIntoMod)) {
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var otherBody = pixelMap[oX][oY+1];
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if(otherPixel.dead || otherBody.dead) { //if either part of that human is dead
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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)");
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console.log("head.onTryMoveInto: panic increase, case: head hit by dead whole body (head's code branch)");
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} 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
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};
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} else { //if it's a severed head
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if(otherPixel.dead) { //if the head is dead
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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");
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console.log("head.onTryMoveInto: panic increase, case: head hit by dead severed head");
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} else {
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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");
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console.log("head.onTryMoveInto: panic increase, case: head hit by living severed head");
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};
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};
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} else if(otherElement === "body") { //if the pixel hitting this head is a body
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if(hasPixel(oX,oY-1,"head")) { //if the body hitting this pixel has a head on it
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var otherHead = pixelMap[oX][oY-1];
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if(otherPixel.dead || otherHead.dead) { //if either part of that human is dead
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pixel.panic += 0.06; //dead whole body case
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pixel.panic += 0.03; //dead whole body case
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//console.log("head.onTryMoveInto: panic increase, case: head hit by dead whole body (body's code branch)");
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} else {
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if(otherHead.panic > 0.04) {
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pixel.panic += 0.06;
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pixel.panic += 0.03;
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//console.log("head.onTryMoveInto: panic increase, case: head crushed by panicked whole body (body's code branch)");
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} else {
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pixel.panic += 0.04;
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pixel.panic += 0.02;
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//console.log("head.onTryMoveInto: panic increase, case: head crushed by whole body (body's code branch)");
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};
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};
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} else { //severed body case
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if(otherPixel.dead) { //if the body is dead
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pixel.panic += 0.08; //imagine being hit by a severed human without the head
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pixel.panic += 0.04; //imagine being hit by a severed human without the head
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//console.log("head.onTryMoveInto: panic increase, case: head hit by dead severed body");
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} else {
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pixel.panic += 0.1; //imagine the above but the heart is still beating
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pixel.panic += 0.05; //imagine the above but the heart is still beating
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//console.log("head.onTryMoveInto: panic increase, case: head hit by living severed body");
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};
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};
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@ -614,8 +671,39 @@ if(enabledMods.includes(onTryMoveIntoMod)) {
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[0, "dirt"]
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]
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};
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kep1er = [
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["first_impact", ["#664482","#cf4ba3","#c15ca9","#f0a669"]],
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["doublast", ["#2b98fd","#d0e26d","#e6f049","#dce4b3"]],
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["fly-up", ["#f2f2f2","#15a667","#de0180"]],
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["troubleshooter", ["#291923","#ed3fb6","#fee6f8","#64c5e0","#d6cdca","#330d25"]],
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["fly-by", ["#e7e6dd","#fcf0ef","#efa1ba","#8d7cb6","#5e74ba","#2b5db5","#e292b7"]],
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["lovestruck", ["#bfd9f0","#bfd9f0","#fef792","#c36475","#edd1d6"]],
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];
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for(index in kep1er) {
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index = parseInt(index);
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var newName = kep1er[index][0];
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var newColor = kep1er[index][1];
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var newDisplayName = newName.replaceAll("_"," ").replaceAll("-"," - ").split(" ").map(x => x.substring(0,1).toUpperCase() + x.substring(1)).join(" ").replace(" - ","-");
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elements[newName] = {
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name: newDisplayName,
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color: newColor,
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tempHigh: 200,
|
||||
stateHigh: ["ash","molten_plastic"],
|
||||
density: 332, //based off of First Impact: https://www.amazon.com/Kep1er-IMPACT-Contents-Tracking-Connect/dp/B09MQMNZ62
|
||||
behavior: behaviors.POWDER,
|
||||
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 {
|
||||
alert(`The ${onTryMoveIntoMod} mod is required and has been automatically inserted (reload for this to take effect).`)
|
||||
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).`)
|
||||
};
|
||||
|
|
|
|||
Loading…
Reference in New Issue