Add zombies and baby zombies, rename to mobs.js
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@ -1,5 +1,14 @@
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//Prerequisite Functions and Variables
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headBodyObject = {
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"head": "body",
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"creeper_head": "creeper_body",
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"angelic_creeper_head": "angelic_creeper_body",
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"hell_creeper_head": "hell_creeper_body",
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"bombing_creeper_head": "bombing_creeper_body",
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"zombie_head": "zombie_body",
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};
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var style = document.createElement('style'); //Initialize CSS for creeper spawning's status indicator
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style.type = 'text/css';
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style.id = 'creeperStatusStylesheet';
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@ -286,6 +295,820 @@ standaloneSpawnCreeper = function(amount=1) {
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};
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};
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//Prerequisite Functions and Variables
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function getKeyByValue(object, value) {
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return Object.keys(object).find(key => object[key] === value);
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}
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//getKeyByValue code by UncleLaz on StackOverflow: https://stackoverflow.com/questions/9907419/how-to-get-a-key-in-a-javascript-object-by-its-value"
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function headHasBody(pixel) {
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var pX = pixel.x;
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var pY = pixel.y;
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//console.log("Checking head for body");
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if(Object.keys(headBodyObject).includes(pixel.element)) {
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//console.log("The head has a corresponding body element.");
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if(typeof(pixelMap[pX][pY+1]) === "undefined") {
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//console.log("The body's place is empty.");
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return false;
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} else {
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var bodyPixel = pixelMap[pX][pY+1];
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//console.log("The body's place is not empty.");
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return (bodyPixel.element === headBodyObject[pixel.element]);
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};
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} else {
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//console.log("The head does not have corresponding body element.");
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return null;
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};
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};
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function bodyHasHead(pixel) {
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var pX = pixel.x;
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var pY = pixel.y;
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//console.log("Checking body for head");
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if(Object.values(headBodyObject).includes(pixel.element)) {
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//console.log("The body has a corresponding head element.");
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if(typeof(pixelMap[pX][pY-1]) === "undefined") {
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//console.log("The head's place is empty.");
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return false;
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} else {
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var headPixel = pixelMap[pX][pY-1];
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//console.log("The head's place is not empty.");
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return (headPixel.element === getKeyByValue(headBodyObject,pixel.element));
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};
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} else {
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//console.log("The body does not have corresponding head element.");
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return null;
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};
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};
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function zombifyHuman(pixel) {
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var pX = pixel.x;
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var pY = pixel.y;
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if(!["head","body"].includes(pixel.element)) {
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//console.log("Not part of a human");
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return false;
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} else {
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if(pixel.element === "head") {
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//console.log("Head");
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if(headHasBody(pixel)) {
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//console.log("There's also a body");
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var body = pixelMap[pX][pY+1];
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changePixel(body,"zombie_body",false);
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//console.log("Body turned (head path)");
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};
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changePixel(pixel,"zombie_head");
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//console.log("Head turned (head path)");
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} else {
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//console.log("Not head (i.e. body)");
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if(bodyHasHead(pixel)) {
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//console.log("There's also a head");
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var head = pixelMap[pX][pY-1];
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changePixel(head,"zombie_head",false);
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//console.log("Head turned (body path)");
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};
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changePixel(pixel,"zombie_body");
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//console.log("Body turned (body path)");
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};
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};
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};
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function dezombifyHuman(pixel) {
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var pX = pixel.x;
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var pY = pixel.y;
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if(!["zombie_head","zombie_body"].includes(pixel.element)) {
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return false;
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} else {
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if(pixel.element === "zombie_head") {
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if(headHasBody(pixel)) {
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var body = pixelMap[pX][pY+1];
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changePixel(body,"body",false);
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};
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changePixel(pixel,"head");
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} else {
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if(bodyHasHead(pixel)) {
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var head = pixelMap[pX][pY-1];
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changePixel(head,"head",false);
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};
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changePixel(pixel,"body");
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};
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};
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};
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elements.frozen_rotten_meat = {
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color: ["#8FB588", "#8FA888"],
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behavior: [
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"XX|CR:plague,stench,stench%0.125 AND CH:meat>rotten_meat%1 AND CH:frozen_meat>frozen_rotten_meat%0.85|XX",
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"SP%99 AND CH:meat>rotten_meat%1 AND CH:frozen_meat>frozen_rotten_meat%0.85|XX|SP%99 AND CH:meat>rotten_meat%1 AND CH:frozen_meat>frozen_rotten_meat%0.85",
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"XX|M1 AND CH:meat>rotten_meat%1 AND CH:frozen_meat>frozen_rotten_meat%0.85|XX",
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],
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temp: -18,
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tempHigh: 0,
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stateHigh: "rotten_meat",
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category:"food",
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hidden:true,
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state: "solid",
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density: 1037.5,
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};
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elements.rotten_meat.tempLow = -18;
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elements.rotten_meat.stateLow = "frozen_rotten_meat";
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elements.zombie_blood = {
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color: ["#d18228", "#9a9e2f"],
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behavior: behaviors.LIQUID,
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reactions: {
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"vaccine": { "elem2":null, "chance": 0.01 },
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"plague": { "elem2":null, "chance": 0.01 },
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"virus": { "elem2":null, "chance": 0.01 },
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"cancer": { "elem1":"cancer", "chance": 0.02 },
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/*"rat": { "elem2":"infection", "chance":0.075 },
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"flea": { "elem1":"infection", "chance":0.03 },
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"dirt": { "elem1":null, "elem2":"mud" },
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"sand": { "elem1":null, "elem2":"wet_sand" },
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"mercury": { "elem1":"infection", "elem2":null, "chance":0.05 },
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"carbon_dioxide": { "elem2":null, "chance":0.05 },
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"alcohol": { "elem1":[null,"dna"], "chance":0.02 },*/
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"oxygen": { "elem2":null, "chance":0.04 },
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"blood": { "elem2":"zombie_blood", "chance":0.1 },
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},
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viscosity: 30,
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tempHigh: 127.55,
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stateHigh: ["steam","salt","oxygen","plague"],
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tempLow: 0,
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category:"liquids",
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state: "liquid",
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density: 1160,
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stain: 0.06,
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tick: function(pixel) {
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if(Math.random() < 0.2) {
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var pX = pixel.x;
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var pY = pixel.y;
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for(i = 0; i < adjacentCoords.length; i++) {
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var coord = adjacentCoords[i];
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var oX = coord[0];
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var oY = coord[1];
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var nX = pX+oX;
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var nY = pY+oY;
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if(isEmpty(nX,nY,true)) {
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continue;
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} else {
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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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if(Math.random() < 0.1) { zombifyHuman(newPixel) };
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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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var style = document.createElement('style'); //Initialize CSS for zombie spawning's status indicator
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style.type = 'text/css';
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style.id = 'zombieStatusStylesheet';
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//initial style conditional branch
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if(typeof(settings.zombieSpawning) === "undefined") { //undefined (falsy but it needs special handling)
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style.innerHTML = '.zombieStatus { color: #E11; text-decoration: none; }';
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} else {
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if(!settings.zombieSpawning) { //falsy: red
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style.innerHTML = '.zombieStatus { color: #E11; text-decoration: none; }';
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} else if(settings.zombieSpawning) { //truthy: green
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style.innerHTML = '.zombieStatus { color: #1E1; text-decoration: none; }';
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};
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};
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document.getElementsByTagName('head')[0].appendChild(style);
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if(typeof(settings.zombieSpawning) === "undefined") { //Default zombie setting
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setSetting("zombieSpawning",false);
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};
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function updateZombiePreferences() { //Zombie setting handler
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if(settings.zombieSpawning) { //If the setting is on
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if(typeof(randomEvents.zombie) !== "function") { //add the event if it's missing
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randomEvents.zombie = function() {
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var amount = Math.floor((Math.random() * 3)+1); //1-3
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//In worldgen worlds, you can expect about half of this because about half of the world is pixels in it.
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for(i = 0; i < amount; i++) { //dummy for to break
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if(settings.zombieSpawning) { //setting validation
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// random x between 1 and width-1
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var x = Math.floor(Math.random()*(width-1))+1;
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// random y between 1 and height
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var y = Math.floor(Math.random()*height-1)+1;
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if (isEmpty(x,y)) {
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// random element from the list of spawnable zombies
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var element = spawnZombies[Math.floor(Math.random()*spawnZombies.length)];
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// if element is an array, choose a random element from the array
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if (Array.isArray(element)) {
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element = element[Math.floor(Math.random()*element.length)];
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}
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createPixel(element,x,y);
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};
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} else { //if false (this function is never supposed to fire with the setting false)
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delete randomEvents.zombie; //self-disable
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//substitute event
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var event = randomEvents[Object.keys(randomEvents)[Math.floor(Math.random()*Object.keys(randomEvents).length)]];
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event();
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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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} else if(!settings.zombieSpawning) { //and if it's off
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if(randomEvents.zombie) { delete randomEvents.zombie }; //delete it if it exists.
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};
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};
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function toggleZombieSpawning() { //Zombie toggle handler
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if(settings.zombieSpawning != true) { //If it's false
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setSetting("zombieSpawning",true); //make it true and update the status display CSS
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updateZombiePreferences(); //apply
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document.getElementById("zombieStatusStylesheet").innerHTML = '.zombieStatus { color: #1E1; text-decoration: underline; }'; //Displayed info doen't update until it's pulled up again, so I'm using CSS to dynamically change the color of an element, like with find.js (RIP).
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} else { //and the inverse if it's true
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setSetting("zombieSpawning",false);
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updateZombiePreferences();
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document.getElementById("zombieStatusStylesheet").innerHTML = '.zombieStatus { color: #E11; text-decoration: none; }';
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};
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};
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spawnZombies = ["zombie","baby_zombie"];
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if(settings.zombieSpawning) { //zombie spawning option
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randomEvents.zombie = function() {
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var amount = Math.floor((Math.random() * 3)+1); //1-3
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for(i = 0; i < amount; i++) { //dummy for to break
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if(settings.zombieSpawning) { //setting validation
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// random x between 1 and width-1
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var x = Math.floor(Math.random()*(width-1))+1;
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// random y between 1 and height
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var y = Math.floor(Math.random()*height-1)+1;
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if (isEmpty(x,y)) {
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// random element from the list of spawnable zombies
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var element = spawnZombies[Math.floor(Math.random()*spawnZombies.length)];
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// if element is an array, choose a random element from the array
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if (Array.isArray(element)) {
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element = element[Math.floor(Math.random()*element.length)];
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}
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createPixel(element,x,y);
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};
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} else { //if false (this function is never supposed to fire with the setting false)
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delete randomEvents.zombie; //self-disable
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//substitute event
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var event = randomEvents[Object.keys(randomEvents)[Math.floor(Math.random()*Object.keys(randomEvents).length)]];
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event();
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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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standaloneSpawnZombie = function(amount=1) {
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/* The amount is the maximum amount of *attempts*. Often, less zombies will spawn due to things in the way.
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In a generated world, which uses half of the space, you can expect about half of this number to spawn. */
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for(i = 0; i < amount; i++) { //dummy for to break
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// random x between 1 and width-1
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var x = Math.floor(Math.random()*(width-1))+1;
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// random y between 1 and height
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var y = Math.floor(Math.random()*height-1)+1;
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if (isEmpty(x,y)) {
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// random element from the list of spawnable zombies
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var element = spawnZombies[Math.floor(Math.random()*spawnZombies.length)];
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// if element is an array, choose a random element from the array
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if (Array.isArray(element)) {
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element = element[Math.floor(Math.random()*element.length)];
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}
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createPixel(element,x,y);
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};
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};
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};
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/*Start Main Zombie
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..................
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.........###......
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.......#######....
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......#####OOOOO..
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....######OOOOOOO.
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...########OOOOO..
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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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.......##...##....
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..................
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*/
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elements.zombie = {
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color: ["#567C44","#199A9A","#41369B"],
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category: "life",
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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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following: false,
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},
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tick: function(pixel) {
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if (isEmpty(pixel.x, pixel.y+1)) {
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createPixel("zombie_body", pixel.x, pixel.y+1);
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pixel.element = "zombie_head";
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pixel.color = pixelColorPick(pixel)
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}
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else if (isEmpty(pixel.x, pixel.y-1)) {
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createPixel("zombie_head", pixel.x, pixel.y-1);
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pixelMap[pixel.x][pixel.y-1].color = pixel.color;
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pixel.element = "zombie_body";
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pixel.color = pixelColorPick(pixel)
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}
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else {
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deletePixel(pixel.x, pixel.y);
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}
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},
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related: ["zombie_body","zombie_head"],
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desc: "<em>I'd rather this be toggleable mid-game than require a reload.</em><br/><br/><span class=\"zombieStatus\">If this text is green or underlined, zombies (all types) can spawn.</span> <span onclick=toggleZombieSpawning() style=\"color: #ff00ff;\";>Click here</span> to toggle zombie spawning. If it's on, zombies can spawn through random events."
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};
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elements.zombie_body = {
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color: "#27719D",
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category: "life",
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hidden: true,
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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: "rotten_meat",
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tempLow: -30,
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stateLow: "frozen_rotten_meat",
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burn: 10,
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burnTime: 250,
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burnInto: "rotten_meat",
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breakInto: ["zombie_blood","rotten_meat"],
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reactions: {
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"cancer": { "elem1":"cancer", "chance":0.005 },
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"radiation": { "elem1":["ash","rotten_meat","rotten_meat"], "chance":0.4 },
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"plague": { "elem1":"plague", "chance":0.025 },
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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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},
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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
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var headPixel = pixelMap[pixel.x][pixel.y-2];
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if (headPixel.element == "zombie_head") {
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if (isEmpty(pixel.x, pixel.y-1)) {
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movePixel(pixelMap[pixel.x][pixel.y-2], pixel.x, pixel.y-1);
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}
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else {
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swapPixels(pixelMap[pixel.x][pixel.y-2], pixelMap[pixel.x][pixel.y-1]);
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}
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}
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}
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}
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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 > 100
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if (pixelTicks-pixel.dead > 100) {
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changePixel(pixel,"rotten_meat");
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};
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return;
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};
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// Find the head
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if (!isEmpty(pixel.x, pixel.y-1, true)) {
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if(pixelMap[pixel.x][pixel.y-1].element == "head") {
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changePixel(pixelMap[pixel.x][pixel.y-1],"zombie_head");
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} else if(pixelMap[pixel.x][pixel.y-1].element == "zombie_head") {
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var head = pixelMap[pixel.x][pixel.y-1];
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if (head.dead) { // If head is dead, kill body
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pixel.dead = head.dead;
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};
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} else {
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var head = null;
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};
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} else { var head = null };
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if (isEmpty(pixel.x, pixel.y-1)) {
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// create zombie blood if decapitated 10% chance
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if (Math.random() < 0.1) {
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createPixel("zombie_blood", pixel.x, pixel.y-1);
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// set dead to true 10% chance
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if (Math.random() < 0.10) {
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pixel.dead = pixelTicks;
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}
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}
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}
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else if (head == null) { return }
|
||||
else if (Math.random() < 0.1) { // Move 10% chance
|
||||
var movesToTry = [
|
||||
[1*pixel.dir,0],
|
||||
[1*pixel.dir,-1],
|
||||
];
|
||||
// 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;
|
||||
};
|
||||
};
|
||||
};
|
||||
// 15% chance to change direction while not chasing a human
|
||||
if(!head.following) {
|
||||
if (Math.random() < 0.15) {
|
||||
pixel.dir *= -1;
|
||||
//console.log("*turns around cutely to face ${pixel.dir < 0 ? 'left' : 'right'}*");
|
||||
};
|
||||
}/* else {
|
||||
//console.log("*chases cutely*");
|
||||
};*/
|
||||
};
|
||||
},
|
||||
};
|
||||
|
||||
elements.zombie_head = {
|
||||
color: "#567C44",
|
||||
category: "life",
|
||||
hidden: true,
|
||||
density: 1500,
|
||||
state: "solid",
|
||||
conduct: 25,
|
||||
tempHigh: 250,
|
||||
stateHigh: "rotten_meat",
|
||||
tempLow: -30,
|
||||
stateLow: "frozen_rotten_meat",
|
||||
burn: 10,
|
||||
burnTime: 250,
|
||||
burnInto: "rotten_meat",
|
||||
breakInto: ["zombie_blood","rotten_meat"],
|
||||
reactions: {
|
||||
"cancer": { "elem1":"cancer", "chance":0.005 },
|
||||
"radiation": { "elem1":["ash","rotten_meat","rotten_meat"], "chance":0.4 },
|
||||
"plague": { "elem1":"plague", "chance":0.025 },
|
||||
},
|
||||
properties: {
|
||||
dead: false,
|
||||
following: false,
|
||||
dir: 1,
|
||||
panic: 0,
|
||||
},
|
||||
tick: function(pixel) {
|
||||
doHeat(pixel);
|
||||
doBurning(pixel);
|
||||
doElectricity(pixel);
|
||||
if (pixel.dead) {
|
||||
// Turn into rotten_meat if pixelTicks-dead > 100
|
||||
if (pixelTicks-pixel.dead > 100) {
|
||||
changePixel(pixel,"rotten_meat");
|
||||
};
|
||||
return;
|
||||
};
|
||||
|
||||
// Find the body
|
||||
if (!isEmpty(pixel.x, pixel.y+1, true)) {
|
||||
if(pixelMap[pixel.x][pixel.y+1].element == "body") {
|
||||
changePixel(pixelMap[pixel.x][pixel.y+1],"zombie_body");
|
||||
} else if(pixelMap[pixel.x][pixel.y+1].element == "zombie_body") {
|
||||
var body = pixelMap[pixel.x][pixel.y+1];
|
||||
if (body.dead) { // If body is dead, kill body
|
||||
pixel.dead = body.dead;
|
||||
};
|
||||
} else {
|
||||
var body = null;
|
||||
};
|
||||
} else { var body = null };
|
||||
|
||||
if(body) {
|
||||
if(body.dir !== pixel.dir) { //hacky workaround: lock head dir to body dir
|
||||
pixel.dir = body.dir;
|
||||
};
|
||||
};
|
||||
|
||||
if (isEmpty(pixel.x, pixel.y+1)) {
|
||||
tryMove(pixel, pixel.x, pixel.y+1);
|
||||
// create zombie blood if severed 10% chance
|
||||
if (isEmpty(pixel.x, pixel.y+1) && !pixel.dead && Math.random() < 0.1) {
|
||||
createPixel("zombie_blood", pixel.x, pixel.y+1);
|
||||
// set dead to true 10% chance
|
||||
if (Math.random() < 0.10) {
|
||||
pixel.dead = pixelTicks;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//start of most new code
|
||||
var pX = pixel.x;
|
||||
var pY = pixel.y;
|
||||
|
||||
//Human detection loop (looks ahead according to direction and sets the "following" variable to true, telling the body to lock the direction)
|
||||
if(pixelTicks % 2 == 0) { //reduce rate for performance
|
||||
/*var directionAdverb = "left";
|
||||
if(pixel.dir > 0) {
|
||||
directionAdverb = "right";
|
||||
};*/
|
||||
//console.log(`Looking ${directionAdverb}`)
|
||||
if(pixel.dir === -1) {
|
||||
for(i = -4; i < 4+1; i++) {
|
||||
var oY = i;
|
||||
//console.log(`Starting row look at row ${pY+oY}`)
|
||||
for(j = (-1); j > (-35 - 1); j--) {
|
||||
var oX = j;
|
||||
var nX = pX+oX;
|
||||
var nY = pY+oY;
|
||||
if(outOfBounds(nX,nY)) {
|
||||
//console.log(`Stopping row look at pixel (${nX},${nY}) due to OoB`)
|
||||
break;
|
||||
};
|
||||
if(isEmpty(nX,nY)) {
|
||||
////console.log(`Skipping pixel (${nX},${nY}) (empty)`)
|
||||
continue;
|
||||
};
|
||||
if(!isEmpty(nX,nY,true)) {
|
||||
var newPixel = pixelMap[nX][nY];
|
||||
var newElement = newPixel.element;
|
||||
if(enemyHumanoidArray.includes(newElement)) {
|
||||
//console.log(`Human part found at (${nX},${nY})`)
|
||||
if(!newPixel.dead) { //If not dead
|
||||
pixel.following = true;
|
||||
//console.log(`Human detected at (${nX},${nY})`)
|
||||
//Infect/kill if a human is close enough
|
||||
if(pyth(pX,pY,nX,nY) <= 1.5) { //approx. sqrt(2)
|
||||
if(Math.random() < 1/3) { //One-third chance to mutilate (changePixel)
|
||||
if(Math.random() < 1/3) { //One-third chance to change to blood
|
||||
changePixel(newPixel,"zombie_blood",false); //blood is turned in place
|
||||
} else { //Remaining 2/3 chance to change to rotten flesh
|
||||
changePixel(newPixel,"rotten_meat",false);
|
||||
};
|
||||
} else { //Remaining 2/3 chance to turn the human
|
||||
zombifyHuman(newPixel);
|
||||
};
|
||||
};
|
||||
} else { //Mutilate if dead
|
||||
if(Math.random() < 1/3) { //One-third chance to change to blood
|
||||
changePixel(newPixel,"zombie_blood",false); //blood is turned in place
|
||||
} else { //Remaining 2/3 chance to change to rotten flesh
|
||||
changePixel(newPixel,"rotten_meat",false);
|
||||
};
|
||||
};
|
||||
} else {
|
||||
//console.log(`Stopping row look at pixel (${nX},${nY}) due to non-human pixel in the way`)
|
||||
break; //can't see through humans
|
||||
};
|
||||
};
|
||||
};
|
||||
};
|
||||
} else if(pixel.dir === 1) {
|
||||
for(i = -4; i < 4+1; i++) {
|
||||
var oY = i;
|
||||
//console.log(`Starting row look at row ${pY+oY}`)
|
||||
for(j = 1; j < 35 + 1; j++) {
|
||||
var oX = j;
|
||||
var nX = pX+oX;
|
||||
var nY = pY+oY;
|
||||
if(outOfBounds(nX,nY)) {
|
||||
//console.log(`Stopping row look at pixel (${nX},${nY}) due to OoB`)
|
||||
break;
|
||||
};
|
||||
if(isEmpty(nX,nY)) {
|
||||
////console.log(`Skipping pixel (${nX},${nY}) (empty)`)
|
||||
continue;
|
||||
};
|
||||
if(!isEmpty(nX,nY,true)) {
|
||||
var newPixel = pixelMap[nX][nY];
|
||||
var newElement = newPixel.element;
|
||||
if(enemyHumanoidArray.includes(newElement)) {
|
||||
//console.log(`Human part found at (${nX},${nY})`)
|
||||
if(!newPixel.dead) { //If not dead
|
||||
pixel.following = true;
|
||||
//console.log(`Human detected at (${nX},${nY})`)
|
||||
//Infect/kill if a human is close enough
|
||||
if(pyth(pX,pY,nX,nY) <= 1.5) { //approx. sqrt(2)
|
||||
if(Math.random() < 1/3) { //One-third chance to mutilate (changePixel)
|
||||
if(Math.random() < 1/3) { //One-third chance to change to blood
|
||||
changePixel(newPixel,"zombie_blood",false); //blood is turned in place
|
||||
} else { //Remaining 2/3 chance to change to rotten flesh
|
||||
changePixel(newPixel,"rotten_meat",false);
|
||||
};
|
||||
} else { //Remaining 2/3 chance to turn the human
|
||||
zombifyHuman(newPixel);
|
||||
};
|
||||
};
|
||||
} else { //Mutilate if dead
|
||||
if(Math.random() < 1/3) { //One-third chance to change to blood
|
||||
changePixel(newPixel,"zombie_blood",false); //blood is turned in place
|
||||
} else { //Remaining 2/3 chance to change to rotten flesh
|
||||
changePixel(newPixel,"rotten_meat",false);
|
||||
};
|
||||
};
|
||||
} else {
|
||||
//console.log(`Stopping row look at pixel (${nX},${nY}) due to non-human pixel in the way`)
|
||||
break; //can't see through humans
|
||||
};
|
||||
};
|
||||
};
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
if(Math.random() < 0.01) { //1% chance each tick to lose interest
|
||||
pixel.following = false;
|
||||
//console.log("Meh.");
|
||||
};
|
||||
},
|
||||
};
|
||||
|
||||
//Baby Zombie
|
||||
|
||||
elements.baby_zombie = {
|
||||
color: "#199A9A",
|
||||
category: "life",
|
||||
hidden: true,
|
||||
density: 1500,
|
||||
state: "solid",
|
||||
conduct: 25,
|
||||
tempHigh: 250,
|
||||
stateHigh: "rotten_meat",
|
||||
tempLow: -30,
|
||||
stateLow: "frozen_rotten_meat",
|
||||
burn: 10,
|
||||
burnTime: 250,
|
||||
burnInto: "rotten_meat",
|
||||
breakInto: ["zombie_blood","rotten_meat"],
|
||||
reactions: {
|
||||
"cancer": { "elem1":"cancer", "chance":0.005 },
|
||||
"radiation": { "elem1":["ash","rotten_meat","rotten_meat"], "chance":0.4 },
|
||||
"plague": { "elem1":"plague", "chance":0.025 },
|
||||
},
|
||||
properties: {
|
||||
dead: false,
|
||||
dir: 1,
|
||||
panic: 0,
|
||||
},
|
||||
tick: function(pixel) {
|
||||
tryMove(pixel, pixel.x, pixel.y+1); // Fall
|
||||
doHeat(pixel);
|
||||
doBurning(pixel);
|
||||
doElectricity(pixel);
|
||||
if (pixel.dead) {
|
||||
// Turn into rotten_meat if pixelTicks-dead > 100
|
||||
if (pixelTicks-pixel.dead > 100) {
|
||||
changePixel(pixel,"rotten_meat");
|
||||
};
|
||||
return;
|
||||
};
|
||||
|
||||
if (Math.random() < 0.15) { // Move 10% chance
|
||||
var movesToTry = [
|
||||
[1*pixel.dir,0], //dash move
|
||||
[1*pixel.dir,-1], //slash move
|
||||
];
|
||||
// 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])) {
|
||||
break;
|
||||
};
|
||||
};
|
||||
};
|
||||
// 15% chance to change direction while not chasing a human
|
||||
if(!pixel.following) {
|
||||
if (Math.random() < 0.15) {
|
||||
pixel.dir *= -1;
|
||||
//console.log("*turns around cutely to face ${pixel.dir < 0 ? 'left' : 'right'}*");
|
||||
};
|
||||
}/* else {
|
||||
//console.log("*chases cutely*");
|
||||
};*/
|
||||
};
|
||||
|
||||
var pX = pixel.x;
|
||||
var pY = pixel.y;
|
||||
|
||||
//Human detection loop (looks ahead according to direction and sets the "following" variable to true, telling the body to lock the direction)
|
||||
if(pixelTicks % 2 == 0) { //reduce rate for performance
|
||||
/*var directionAdverb = "left";
|
||||
if(pixel.dir > 0) {
|
||||
directionAdverb = "right";
|
||||
};*/
|
||||
//console.log(`Looking ${directionAdverb}`)
|
||||
if(pixel.dir === -1) {
|
||||
for(i = -4; i < 4+1; i++) {
|
||||
var oY = i;
|
||||
//console.log(`Starting row look at row ${pY+oY}`)
|
||||
for(j = (-1); j > (-35 - 1); j--) {
|
||||
var oX = j;
|
||||
var nX = pX+oX;
|
||||
var nY = pY+oY;
|
||||
if(outOfBounds(nX,nY)) {
|
||||
//console.log(`Stopping row look at pixel (${nX},${nY}) due to OoB`)
|
||||
break;
|
||||
};
|
||||
if(isEmpty(nX,nY)) {
|
||||
////console.log(`Skipping pixel (${nX},${nY}) (empty)`)
|
||||
continue;
|
||||
};
|
||||
if(!isEmpty(nX,nY,true)) {
|
||||
var newPixel = pixelMap[nX][nY];
|
||||
var newElement = newPixel.element;
|
||||
if(enemyHumanoidArray.includes(newElement)) {
|
||||
//console.log(`Human part found at (${nX},${nY})`)
|
||||
if(!newPixel.dead) { //If not dead
|
||||
pixel.following = true;
|
||||
//console.log(`Human detected at (${nX},${nY})`)
|
||||
//Infect/kill if a human is close enough
|
||||
if(pyth(pX,pY,nX,nY) <= 1.5) { //approx. sqrt(2)
|
||||
if(Math.random() < 1/3) { //One-third chance to mutilate (changePixel)
|
||||
if(Math.random() < 1/4) { //One-fourth chance to change to blood
|
||||
changePixel(newPixel,"zombie_blood",false); //blood is turned in place
|
||||
} else { //Remaining 3/4 chance to change to rotten flesh
|
||||
changePixel(newPixel,"rotten_meat",false);
|
||||
};
|
||||
} else { //Remaining 2/3 chance to turn the human
|
||||
zombifyHuman(newPixel);
|
||||
};
|
||||
};
|
||||
} else { //Mutilate if dead
|
||||
if(Math.random() < 1/4) { //One-fourth chance to change to blood
|
||||
changePixel(newPixel,"zombie_blood",false); //blood is turned in place
|
||||
} else { //Remaining 3/4 chance to change to rotten flesh
|
||||
changePixel(newPixel,"rotten_meat",false);
|
||||
};
|
||||
};
|
||||
} else {
|
||||
//console.log(`Stopping row look at pixel (${nX},${nY}) due to non-human pixel in the way`)
|
||||
break; //can't see through humans
|
||||
};
|
||||
};
|
||||
};
|
||||
};
|
||||
} else if(pixel.dir === 1) {
|
||||
for(i = -4; i < 4+1; i++) {
|
||||
var oY = i;
|
||||
//console.log(`Starting row look at row ${pY+oY}`)
|
||||
for(j = 1; j < 35 + 1; j++) {
|
||||
var oX = j;
|
||||
var nX = pX+oX;
|
||||
var nY = pY+oY;
|
||||
if(outOfBounds(nX,nY)) {
|
||||
//console.log(`Stopping row look at pixel (${nX},${nY}) due to OoB`)
|
||||
break;
|
||||
};
|
||||
if(isEmpty(nX,nY)) {
|
||||
////console.log(`Skipping pixel (${nX},${nY}) (empty)`)
|
||||
continue;
|
||||
};
|
||||
if(!isEmpty(nX,nY,true)) {
|
||||
var newPixel = pixelMap[nX][nY];
|
||||
var newElement = newPixel.element;
|
||||
if(enemyHumanoidArray.includes(newElement)) {
|
||||
//console.log(`Human part found at (${nX},${nY})`)
|
||||
if(!newPixel.dead) { //If not dead
|
||||
pixel.following = true;
|
||||
//console.log(`Human detected at (${nX},${nY})`)
|
||||
//Infect/kill if a human is close enough
|
||||
if(pyth(pX,pY,nX,nY) <= 1.5) { //approx. sqrt(2)
|
||||
if(Math.random() < 1/3) { //One-third chance to mutilate (changePixel)
|
||||
if(Math.random() < 1/4) { //One-fourth chance to change to blood
|
||||
changePixel(newPixel,"zombie_blood",false); //blood is turned in place
|
||||
} else { //Remaining 3/4 chance to change to rotten flesh
|
||||
changePixel(newPixel,"rotten_meat",false);
|
||||
};
|
||||
} else { //Remaining 2/3 chance to turn the human
|
||||
zombifyHuman(newPixel);
|
||||
};
|
||||
};
|
||||
} else { //Mutilate if dead
|
||||
if(Math.random() < 1/4) { //One-fourth chance to change to blood
|
||||
changePixel(newPixel,"zombie_blood",false); //blood is turned in place
|
||||
} else { //Remaining 3/4 chance to change to rotten flesh
|
||||
changePixel(newPixel,"rotten_meat",false);
|
||||
};
|
||||
};
|
||||
} else {
|
||||
//console.log(`Stopping row look at pixel (${nX},${nY}) due to non-human pixel in the way`)
|
||||
break; //can't see through humans
|
||||
};
|
||||
};
|
||||
};
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
if(Math.random() < 0.01) { //1% chance each tick to lose interest
|
||||
pixel.following = false;
|
||||
//console.log("Meh.");
|
||||
};
|
||||
},
|
||||
related: ["zombie"],
|
||||
desc: "Baby zombies: smaller, faster, and more annoying.",
|
||||
};
|
||||
|
||||
/*Start Main Creeper
|
||||
##################
|
||||
######### ######
|
||||
|
|
@ -3352,6 +4175,8 @@ runAfterLoad(function() {
|
|||
} else {
|
||||
//console.log("nyetted " + placerName);
|
||||
};
|
||||
|
||||
headBodyObject[headName] = bodyName;
|
||||
};
|
||||
});
|
||||
|
||||
Loading…
Reference in New Issue