glass hardnesses
also internal option to spawn buildings in deserts
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@ -1,5 +1,4 @@
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arrayLoaderVoids = ["air", "null", null];
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buildingOneSegmentDoor = ["concrete","wood","concrete","wood","concrete"];
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buildingOneSegmentWindows = ["concrete","glass_pane","concrete","glass_pane","concrete"];
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buildingOneSegmentConcrete = ["concrete","concrete","concrete","concrete","concrete"];
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@ -86,6 +85,9 @@ function loadPixelRowFromArray(pixelArray,centerX,centerY,evenLengthBiasedLeft=t
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delete elements.rad_glass.stateHigh;
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elements.glass.hardness = 0.25,
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elements.rad_glass.hardness = 0.25,
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//Prereq elements
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elements.glass_pane = {
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color: ["#5e807d","#679e99"],
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@ -94,6 +96,7 @@ elements.glass_pane = {
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"radiation": { "elem1":"rad_glass_pane", "chance":0.33 },
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},
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tempHigh: 1500,
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hardness: 0.2,
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category: "solids",
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state: "solid",
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density: 2500,
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@ -108,6 +111,7 @@ elements.rad_glass_pane = {
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"XX|M1 AND CR:radiation%0.075|XX",
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],
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tempHigh: 1500,
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hardness: 0.2,
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stateHigh: "molten_rad_glass",
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category: "solids",
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state: "solid",
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@ -153,6 +157,26 @@ elements.molten_rad_glass = {
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//Seeds
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elements.building_1_seed = {
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tick: function(pixel) {
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for(cx = -3; cx <= 3; cx++) {
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for(cy = -3; cy <= 3; cy++) {
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if(cx === 0 && cy === 0) {
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continue;
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};
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var finalCoords = [pixel.x+cx,pixel.y+cy];
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if(isEmpty(...finalCoords,true)) {
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continue;
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} else {
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var otherPixel = pixelMap[finalCoords[0]][finalCoords[1]];
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if(otherPixel.element === pixel.element) {
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deletePixel(...finalCoords);
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};
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};
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};
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};
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if(!isEmpty(pixel.x,pixel.y-1,true)) {
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swapPixels(pixel,pixelMap[pixel.x][pixel.y-1]);
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return;
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};
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if(!tryMove(pixel,pixel.x,pixel.y+1)) {
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var randomHeight = 13 + Math.floor(Math.random() * (8 + 1)) //min 12, variance 8
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var currentHeight = pixel.y + 2;
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@ -192,6 +216,26 @@ elements.building_1_seed = {
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elements.building_2_seed = {
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tick: function(pixel) {
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for(cx = -3; cx <= 3; cx++) {
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for(cy = -3; cy <= 3; cy++) {
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if(cx === 0 && cy === 0) {
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continue;
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};
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var finalCoords = [pixel.x+cx,pixel.y+cy];
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if(isEmpty(...finalCoords,true)) {
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continue;
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} else {
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var otherPixel = pixelMap[finalCoords[0]][finalCoords[1]];
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if(otherPixel.element === pixel.element) {
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deletePixel(...finalCoords);
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};
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};
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};
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};
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if(!isEmpty(pixel.x,pixel.y-1,true)) {
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swapPixels(pixel,pixelMap[pixel.x][pixel.y-1]);
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return;
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};
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if(!tryMove(pixel,pixel.x,pixel.y+1)) {
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var currentHeight = pixel.y + 2;
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for(q = 0; q < buildingTwoSegments.length; q++) {
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@ -390,3 +434,12 @@ elements.nested_structure_test = {
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state: "solid",
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excludeRandom: true,
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};
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function _toggleDesertBuildings() {
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var layer = worldgentypes.desert.layers[0];
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if(layer[1] !== "building_1_seed") { //if the first layer isn't a building layer, add one
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worldgentypes.desert.layers.unshift([0.95,"building_1_seed",0.01]);
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} else if(layer[1] === "building_1_seed") { //if the first layer is a building layer, remove it
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worldgentypes.desert.layers.shift();
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};
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};
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