baby creepers
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ec20431c52
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282
mods/mobs.js
282
mods/mobs.js
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@ -252,7 +252,7 @@ if(enabledMods.includes(runAfterAutogenMod)) {
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enemyHumanoidArray = ["head","body"] //just in case
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spawnCreepers = ["creeper","angelic_creeper","bombing_creeper","hell_creeper"];
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spawnCreepers = ["creeper","baby_creeper","angelic_creeper","bombing_creeper","hell_creeper"];
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if(settings.creeperSpawning) { //creeper spawning option
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randomEvents.creeper = function() {
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@ -1684,6 +1684,286 @@ if(enabledMods.includes(runAfterAutogenMod)) {
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##################
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*/
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//Baby Creeper
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elements.baby_creeper = {
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color: ["#D2D2D2", "#BFDFB9", "#94CE89", "#78D965", "#5ED54C", "#58C546", "#50B143", "#479143", "#559552", "#3F8738", "#5B8B59"],
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category: "life",
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density: 1500,
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state: "solid",
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conduct: 25,
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tempHigh: 250,
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stateHigh: "cooked_meat",
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tempLow: -30,
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stateLow: "frozen_meat",
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burn: 10,
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burnTime: 250,
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burnInto: ["cooked_meat","cooked_meat","cooked_meat","cooked_meat","gunpowder"],
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breakInto: ["blood","gunpowder"],
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reactions: {
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"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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"plague": { "elem1":"plague", "chance":0.05 },
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},
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properties: {
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dead: false,
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dir: 1,
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panic: 0,
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charged: false,
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didChargeBlueTinted: false,
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},
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tick: function(pixel) {
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tryMove(pixel, pixel.x, pixel.y+1); // Fall
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doHeat(pixel);
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doBurning(pixel);
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doElectricity(pixel);
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if (pixel.dead) {
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// Turn into rotten_meat if pixelTicks-dead > 500
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if (pixelTicks-pixel.dead > 200) {
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Math.random() < 0.1 ? changePixel(pixel,"gunpowder") : changePixel(pixel,"rotten_meat");
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}
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return
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}
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if (Math.random() < 0.15) { // Move 15% chance (should be 12.5 but 15 looks better)
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var movesToTry = [
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[1*pixel.dir,0], //dash move
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[1*pixel.dir,-1], //slash move
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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.
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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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if(tryMove(pixel, pixel.x+move[0], pixel.y+move[1])) {
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break;
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};
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};
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};
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// 15% chance to change direction while not chasing a human
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if(!pixel.following) {
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if (Math.random() < 0.15) {
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pixel.dir *= -1;
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//console.log("*turns around cutely to face ${pixel.dir < 0 ? 'left' : 'right'}*");
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};
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}/* else {
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//console.log("*chases cutely*");
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};*/
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};
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if(typeof(pixel.charged) === "undefined") {
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pixel.charged = false;
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};
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if(pixel.charge) {
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pixel.charged = true;
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};
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var pX = pixel.x;
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var pY = pixel.y;
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if(pixel.charged) {
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var explosionRadius = 6;
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if(!pixel.didChargeBlueTinted) { //do once, on initial charge
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//console.log("something something halsey lyric");
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var color = pixel.color;
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if(color.startsWith("rgb")) {
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//console.log("rgb detected");
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color = color.split(","); //split color for addition
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var red = parseFloat(color[0].substring(4));
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var green = parseFloat(color[1]);
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var blue = parseFloat(color[2].slice(0,-1));
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red = rgbColorBound(red + 51);
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green = rgbColorBound(green + 51);
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blue = rgbColorBound(blue + 102);
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color = `rgb(${red},${green},${blue})`;
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pixel.color = color;
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//console.log("color set");
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} else if(color.startsWith("hsl")) {
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//console.log("hsl detected");
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color = color.split(","); //split color for addition
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var hue = parseFloat(color[0].substring(4));
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var saturation = parseFloat(color[1].slice(0,-1));
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var luminance = parseFloat(color[2].slice(0,-2));
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hue = hue % 360; //piecewise hue shift
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if(hue <= 235 && hue >= 135) {
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hue = 185;
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} else if(hue < 135) {
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hue += 50;
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} else if(hue > 235 && hue < 360) {
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hue -= 50;
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};
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saturation = slBound (saturation + 10);
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luminance = slBound(luminance + 20);
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color = `hsl(${hue},${saturation}%,${luminance}%)`;
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pixel.color = color;
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//console.log("color set");
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};
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pixel.didChargeBlueTinted = true;
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};
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} else {
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var explosionRadius = 4; //should be half of the original creeper's radius
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};
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if(pixel.burning) {
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pixel.hissing = true;
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if(!pixel.hissStart) {
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pixel.hissStart = pixelTicks;
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};
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if(!pixel.burnStart) { //I don't like errors.
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pixel.burnStart = pixel.ticks;
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};
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if(pixelTicks - pixel.burnStart > 15) {
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//console.log("Kaboom?");
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explodeAt(pixel.x,pixel.y,explosionRadius);
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//console.log("Yes, Rico, kaboom.");
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};
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};
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//Pre-explosion handler: keeps track of time before the kaboom
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for(i = 0; i < 1; i++) { //dummy for loop
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if(pixel.hissing) {
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//console.log("Ssssssss");
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if(pixel.dead) {
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//console.log("ss-- oof");
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pixel.hissing = false;
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break;
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};
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if(!pixel.hissStart) {
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//console.log("t-30 ticks or whatever it was");
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pixel.hissStart = pixelTicks;
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};
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//Color code {
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var ticksHissing = pixelTicks - pixel.hissStart;
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var color = pixel.color; //do on each hissing tick
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if(color.startsWith("rgb")) {
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//console.log("rgb detected");
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color = color.split(","); //split color for addition
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var red = parseFloat(color[0].substring(4));
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var green = parseFloat(color[1]);
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var blue = parseFloat(color[2].slice(0,-1));
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red = rgbColorBound(red + (2 * ticksHissing));
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green = rgbColorBound(green + (2 * ticksHissing));
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blue = rgbColorBound(blue + (2 * ticksHissing));
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color = `rgb(${red},${green},${blue})`;
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pixel.color = color;
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//console.log("color set");
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} else if(color.startsWith("hsl")) {
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//console.log("hsl detected");
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color = color.split(","); //split color for addition
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var hue = parseFloat(color[0].substring(4));
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var saturation = parseFloat(color[1].slice(0,-1));
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var luminance = parseFloat(color[2].slice(0,-2));
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luminance = slBound(luminance + (2 * 1.176));
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color = `hsl(${hue},${saturation}%,${luminance}%)`;
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pixel.color = color;
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//console.log("color set");
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};
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//}
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if(pixelTicks - pixel.hissStart > 15) {
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//console.log("Kaboom?");
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//console.log(`Exploding with radius ${explosionRadius} (charged: ${pixel.charged})`);
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explodeAt(pixel.x,pixel.y,explosionRadius);
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//console.log("Yes, Rico, kaboom.");
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};
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};
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};
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if(Math.random() < 0.01) { //1% chance each tick to lose interest
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pixel.following = false;
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//console.log("Meh.");
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};
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//Human detection loop (looks ahead according to direction and sets the "following" variable to true, telling the body to lock the direction)
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var directionAdverb = "left";
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if(pixel.dir > 0) {
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directionAdverb = "right";
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};
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//console.log(`Looking ${directionAdverb}`)
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if(pixel.dir === -1) {
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for(i = -4; i < 4+1; i++) {
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var oY = i;
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//console.log(`Starting row look at row ${pY+oY}`)
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for(j = (-1); j > (-16 - 1); j--) {
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var oX = j;
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var nX = pX+oX;
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var nY = pY+oY;
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if(outOfBounds(nX,nY)) {
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//console.log(`Stopping row look at pixel (${nX},${nY}) due to OoB`)
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break;
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};
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if(isEmpty(nX,nY)) {
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//console.log(`Skipping pixel (${nX},${nY}) (empty)`)
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continue;
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};
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if(!isEmpty(nX,nY,true)) {
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var newPixel = pixelMap[nX][nY];
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var newElement = newPixel.element;
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if(enemyHumanoidArray.includes(newElement)) {
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//console.log(`Human part found at (${nX},${nY})`)
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if(!newPixel.dead) {
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pixel.following = true;
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//console.log(`Human detected at (${nX},${nY})`)
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//Start "hissing" if a human is close enough
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if(pyth(pX,pY,nX,nY) <= 3.15) { //probably misapplying the tolerance from the MC Wiki line: "Creepers will chase after any player, as long as it is within a 16 block (±5%) radius"
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pixel.hissing = true;
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if(!pixel.hissStart) {
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pixel.hissStart = pixelTicks;
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};
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};
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};
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} else {
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//console.log(`Stopping row look at pixel (${nX},${nY}) due to non-human pixel in the way`)
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break; //can't see through humans
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};
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};
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};
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};
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} else if(pixel.dir === 1) {
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for(i = -4; i < 4+1; i++) {
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var oY = i;
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//console.log(`Starting row look at row ${pY+oY}`)
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for(j = 1; j < 16 + 1; j++) {
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var oX = j;
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var nX = pX+oX;
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var nY = pY+oY;
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if(outOfBounds(nX,nY)) {
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//console.log(`Stopping row look at pixel (${nX},${nY}) due to OoB`)
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break;
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};
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if(isEmpty(nX,nY)) {
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//console.log(`Skipping pixel (${nX},${nY}) (empty)`)
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continue;
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};
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if(!isEmpty(nX,nY,true)) {
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var newPixel = pixelMap[nX][nY];
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var newElement = newPixel.element;
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if(enemyHumanoidArray.includes(newElement)) {
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//console.log(`Human part found at (${nX},${nY})`)
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if(!newPixel.dead) {
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pixel.following = true;
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//console.log(`Human detected at (${nX},${nY})`)
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//Start "hissing" if a human is close enough
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if(pyth(pX,pY,nX,nY) <= 3.15) {
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pixel.hissing = true;
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if(!pixel.hissStart) {
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pixel.hissStart = pixelTicks;
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};
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};
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break;
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};
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} else {
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//console.log(`Stopping row look at pixel (${nX},${nY}) due to non-human pixel in the way`)
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break;
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};
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};
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};
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};
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};
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},
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related: ["creeper"],
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};
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//Angelic Creeper
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elements.angelic_creeper = { //let's get this one out of the way first
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