parent
608afa9695
commit
2d0206f769
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@ -10,17 +10,19 @@ function _randomArrayChoice(array) {
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return array[_randomInt(array.length - 1)]
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}
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const initialArray = ["m","n","p","t","ch","k","b","d","j","g","f","th","s","sh","h","l","r","y","w"]
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const vowelArray = ["a","e","i","o","u","oo","ee","oa"]
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const medialArray = ["m","n","p","t","k","b","d","g","f","th","s","sh","h","l","r","y"]
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const finalArray = ["m","n","p","t","k","b","d","g","f","th","s","sh","l","r","y"]
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enabledMods.includes("mods/log_rocks.js") ? logRocks = true : logRocks = false
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//This is intended for people who want to copy their rocks from the console to a file for some reason. Technically, the empty enabler script doesn't even have to exist, but I'll make it just so that index.html doesn't spit out an ERR_FILE_NOT_FOUND.
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function generateName() {
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//these are picked arbitrarily
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//console.log("defining arrays")
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var initialArray = ["m","n","p","t","ch","k","b","d","j","g","f","th","s","sh","h","l","r","y","w"]
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var vowelArray = ["a","e","i","o","u","oo","ee","oa"]
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var medialArray = ["m","n","p","t","k","b","d","g","f","th","s","sh","h","l","r","y"]
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var finalArray = ["m","n","p","t","k","b","d","g","f","th","s","sh","l","r","y"]
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//console.log("getting random type")
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var randomInt1 = _randomInt(5)
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var randomInt1 = _randomInt(6)
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//console.log("generating type " + randomInt1)
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if(randomInt1 == 0) {
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@ -41,9 +43,12 @@ function generateName() {
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} else if(randomInt1 == 5) {
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var randomName = _randomArrayChoice(initialArray) + _randomArrayChoice(vowelArray) + _randomArrayChoice(medialArray) + _randomArrayChoice(vowelArray) + _randomArrayChoice(medialArray) + _randomArrayChoice(vowelArray)
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//console.log("generated T" + randomInt1 + " name")
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} else if(randomInt1 == 6) {
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var randomName = _randomArrayChoice(initialArray) + _randomArrayChoice(vowelArray) + _randomArrayChoice(medialArray) + _randomArrayChoice(vowelArray)
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//console.log("generated T" + randomInt1 + " name")
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} else {
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var randomName = randomArrayChoice(vowelArray) + randomArrayChoice(initialArray) + randomArrayChoice(vowelArray) + randomArrayChoice(finalArray)
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//console.log("warning: type was above 5 somehow")
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var randomName = randomArrayChoice(vowelArray) + randomArrayChoice(medialArray) + randomArrayChoice(vowelArray) + randomArrayChoice(finalArray)
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//console.log("warning: type was above 6 somehow")
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}
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//console.log(randomName)
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return randomName
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@ -52,6 +57,10 @@ function generateName() {
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const rockColor1 = {r: 128, g: 128, b: 128}
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const rockColor2 = {r: 79, g: 79, b: 79}
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const rockColor3 = {r: 148, g: 148, b: 148}
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const gravelColor1 = {r: 227, g: 224, b: 223}
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const gravelColor2 = {r: 177, g: 171, b: 163}
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const gravelColor3 = {r: 116, g: 115, b: 109}
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const gravelColor4 = {r: 82, g: 75, b: 71}
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function _rgbToHex(color) {
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if(typeof(color) == "object") { //Expects object like "{r: 172, g: 11, b: 34}"
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@ -140,7 +149,8 @@ function _rgbToHex(color) {
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};
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};
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function _multiplyColorObjects(color1,color2,weight1=0.5) { //third argument is for color1 and expects a float from 0 to 0.5
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function _multiplyColorObjects(color1,color2,weight1=0.5) { /*third argument is for color1 and expects a float from 0
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to 1, where 0 means "all color2" and 1 means "all color1"*/
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var w1 = Math.min(Math.max(weight1,0),1)
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var red1 = color1.r
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var green1 = color1.g
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@ -162,10 +172,18 @@ function generateColors() {
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var newRockColor1 = _multiplyColorObjects(rockColor1,randomColor,weight1=0.65)
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var newRockColor2 = _multiplyColorObjects(rockColor2,randomColor,weight1=0.65)
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var newRockColor3 = _multiplyColorObjects(rockColor3,randomColor,weight1=0.65)
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var newGravelColor1 = _multiplyColorObjects(gravelColor1,randomColor,weight1=0.675)
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var newGravelColor2 = _multiplyColorObjects(gravelColor2,randomColor,weight1=0.675)
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var newGravelColor3 = _multiplyColorObjects(gravelColor3,randomColor,weight1=0.675)
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var newGravelColor4 = _multiplyColorObjects(gravelColor4,randomColor,weight1=0.675)
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var newRockColor1 = _rgbToHex(newRockColor1)
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var newRockColor2 = _rgbToHex(newRockColor2)
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var newRockColor3 = _rgbToHex(newRockColor3)
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return [newRockColor1, newRockColor2, newRockColor3]
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var newGravelColor1 = _rgbToHex(newGravelColor1)
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var newGravelColor2 = _rgbToHex(newGravelColor2)
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var newGravelColor3 = _rgbToHex(newGravelColor3)
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var newGravelColor4 = _rgbToHex(newGravelColor4)
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return [newRockColor1, newRockColor2, newRockColor3, newGravelColor1, newGravelColor2, newGravelColor3, newGravelColor4]
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}
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function _add2(number1,number2) {
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@ -185,19 +203,57 @@ function avgRndToMult() {
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return 1 + (0.55 - _generateAveragedRandoms())
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}
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elements.gravel.breakInto = "dust"
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generatedRockElementArray = []
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function copyRocks() {
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copy(generatedRockElementArray)
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}
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for(i = 0; i < 10; i++) {
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var name = generateName()
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while(typeof(elements[name]) != "undefined") {
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name = generateName()
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var meltingAdjustment = avgRndToMult()
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var densityAdjustment = avgRndToMult()
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var hardnessAdjustment = avgRndToMult()
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var colors = generateColors()
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if(typeof(elements[name]) != "undefined") {
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name = name + _randomArrayChoice(vowelArray) + _randomArrayChoice(finalArray)
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}
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elements[name] = {
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color: generateColors(),
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name: name,
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color: [colors[0], colors[1], colors[2]],
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behavior: behaviors.POWDER,
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tempHigh: 950 * avgRndToMult(),
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tempHigh: 950 * meltingAdjustment,
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category: "random rocks",
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state: "solid",
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density: 2550 * avgRndToMult(),
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hardness: 0.5 * avgRndToMult(),
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breakInto: ["sand","gravel"], //might auto-generate soon, maybe not
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density: 2550 * densityAdjustment,
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hardness: 0.5 * hardnessAdjustment,
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breakInto: ["dust",`${name}_gravel`],
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}
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if(logRocks == true) {
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console.log(`elements.${name} = {\n name: \"${name}\",\n color: [\"${colors[0]}\", \"${colors[1]}\", \"${colors[2]}\"],\n behavior: behaviors.POWDER,\n tempHigh: ${950 * meltingAdjustment},\n category: \"random rocks\",\n state: \"solid\",\n density: ${2550 * densityAdjustment},\n hardness: ${0.5 * hardnessAdjustment},\n breakInto: [\"dust\",\"${name}_gravel\"],\n};`)
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}
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generatedRockElementArray.push(elements[name])
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elements[`${name}_gravel`] = {
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name: `${name} gravel`,
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color: [colors[3], colors[4], colors[5], colors[6]],
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behavior: behaviors.POWDER,
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tempHigh: 950 * meltingAdjustment,
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stateHigh: name,
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category: "random rocks",
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state: "solid",
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density: 1680 * densityAdjustment,
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hardness: 0.2 * (hardnessAdjustment ** (2/3)),
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breakInto: "dust",
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}
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if(logRocks == true) {
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console.log(`elements.${name}_gravel = {\n name: \"${name} gravel\",\n color: [\"${colors[3]}\", \"${colors[4]}\", \"${colors[5]}\", \"${colors[6]}\"],\n behavior: behaviors.POWDER,\n tempHigh: ${950 * meltingAdjustment},\n stateHigh: \"${name}\",\n category: \"random rocks\",\n state: \"solid\",\n density: ${1680 * densityAdjustment},\n hardness: ${0.2 * (hardnessAdjustment ** (2/3))},\n breakInto: \"dust\",\n};`)
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}
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generatedRockElementArray.push(elements[`${name}_gravel`])
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}
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