Adds creepers to Sandboxels

heavy edit of humans
* look for humans and move more towards them
* explode after 30 ticks after having been within a certain distance (idk how to add cancellation)
* charged creepers
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O-01-67 2022-10-01 23:25:34 -04:00 committed by GitHub
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mods/creepers.js Normal file
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function pyth(xA,yA,xB,yB) {
var a = Math.abs(xB - xA);
var b = Math.abs(yB - yA);
var c = Math.sqrt(a**2 + b**2);
return c;
};
elements.creeper = {
color: ["#D2D2D2", "#BFDFB9", "#94CE89", "#78D965", "#5ED54C", "#58C546", "#50B143", "#479143", "#559552", "#3F8738", "#5B8B59"],
category: "life",
properties: {
dead: false,
dir: 1,
panic: 0,
following: false,
},
tick: function(pixel) {
if (isEmpty(pixel.x, pixel.y+1)) {
createPixel("creeper_body", pixel.x, pixel.y+1);
pixel.element = "creeper_head";
}
else if (isEmpty(pixel.x, pixel.y-1)) {
createPixel("creeper_head", pixel.x, pixel.y-1);
pixelMap[pixel.x][pixel.y-1].color = pixel.color;
pixel.element = "creeper_body";
pixel.color = pixelColorPick(pixel)
}
else {
deletePixel(pixel.x, pixel.y);
}
},
related: ["creeper_body","creeper_head"],
};
elements.creeper_body = {
color: ["#D2D2D2", "#BFDFB9", "#94CE89", "#78D965", "#5ED54C", "#58C546", "#50B143", "#479143", "#559552", "#3F8738", "#5B8B59"],
category: "life",
hidden: true,
density: 1500,
state: "solid",
conduct: 25,
tempHigh: 250,
stateHigh: "cooked_meat",
tempLow: -30,
stateLow: "frozen_meat",
burn: 10,
burnTime: 250,
burnInto: "cooked_meat",
breakInto: ["blood","gunpowder"],
reactions: {
"cancer": { "elem1":"cancer", "chance":0.005 },
"radiation": { "elem1":["ash","meat","rotten_meat","cooked_meat"], "chance":0.4 },
"plague": { "elem1":"plague", "chance":0.05 },
},
properties: {
dead: false,
dir: 1,
panic: 0,
charged: false,
},
tick: function(pixel) {
if (tryMove(pixel, pixel.x, pixel.y+1)) { // Fall
if (!isEmpty(pixel.x, pixel.y-2, true)) { // Drag head down
var headpixel = pixelMap[pixel.x][pixel.y-2];
if (headpixel.element == "creeper_head") {
if (isEmpty(pixel.x, pixel.y-1)) {
movePixel(pixelMap[pixel.x][pixel.y-2], pixel.x, pixel.y-1);
}
else {
swapPixels(pixelMap[pixel.x][pixel.y-2], pixelMap[pixel.x][pixel.y-1]);
}
}
}
}
doHeat(pixel);
doBurning(pixel);
doElectricity(pixel);
if (pixel.dead) {
// Turn into rotten_meat if pixelTicks-dead > 500
if (pixelTicks-pixel.dead > 200) {
Math.random() < 0.1 ? changePixel(pixel,"gunpowder") : changePixel(pixel,"rotten_meat");
}
return
}
// Find the head
if (!isEmpty(pixel.x, pixel.y-1, true) && pixelMap[pixel.x][pixel.y-1].element == "creeper_head") {
var head = pixelMap[pixel.x][pixel.y-1];
if (head.dead) { // If head is dead, kill body
pixel.dead = head.dead;
}
}
else { var head = null }
if (isEmpty(pixel.x, pixel.y-1)) {
// create blood if decapitated 10% chance
if (Math.random() < 0.1) {
createPixel("blood", pixel.x, pixel.y-1);
// set dead to true 15% chance
if (Math.random() < 0.15) {
pixel.dead = pixelTicks;
}
}
}
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*");
};
};
if(pixel.charge) {
pixel.charged = true;
};
if(head) {
if(typeof(head.charge) !== "undefined") {
if(head.charge) {
pixel.charged = true;
};
};
if(typeof(head.charged) !== "undefined") {
if(head.charged) {
pixel.charged = true;
};
};
};
if(typeof(pixel.charged) === "undefined") {
pixel.charged = false;
};
if(pixel.charged) {
var explosionRadius = 10;
} else {
var explosionRadius = 7;
};
if(pixel.burning) {
if(!pixel.burnStart) { //I don't like errors.
pixel.burnStart = pixel.ticks;
};
if(pixelTicks - pixel.burnStart > explosionRadius) {
//console.log("Kaboom?");
explodeAt(pixel.x,pixel.y,7);
//console.log("Yes, Rico, kaboom.");
};
};
},
},
elements.creeper_head = {
color: ["#5B8B59", "#3F8738", "#559552", "#479143", "#50B143", "#58C546"],
category: "life",
hidden: true,
density: 1080,
state: "solid",
conduct: 25,
tempHigh: 250,
stateHigh: "cooked_meat",
tempLow: -30,
stateLow: "frozen_meat",
burn: 10,
burnTime: 250,
burnInto: "cooked_meat",
breakInto: "blood",
reactions: {
"cancer": { "elem1":"cancer", "chance":0.005 },
"radiation": { "elem1":["ash","meat","rotten_meat","cooked_meat"], "chance":0.4 },
"plague": { "elem1":"plague", "chance":0.05 },
"oxygen": { "elem2":"carbon_dioxide", "chance":0.5 },
},
properties: {
dead: false,
following: false,
hissing: false,
charged: false,
},
tick: function(pixel) {
doHeat(pixel);
doBurning(pixel);
doElectricity(pixel);
if (pixel.dead) {
// Turn into rotten_meat if pixelTicks-dead > 500
if (pixelTicks-pixel.dead > 200) {
Math.random() < 0.1 ? changePixel(pixel,"gunpowder") : changePixel(pixel,"rotten_meat");
return
}
}
// Find the body
if (!isEmpty(pixel.x, pixel.y+1, true) && pixelMap[pixel.x][pixel.y+1].element == "creeper_body") {
var body = pixelMap[pixel.x][pixel.y+1];
if (body.dead) { // If body is dead, kill head
pixel.dead = body.dead;
}
}
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 blood if severed 10% chance
if (isEmpty(pixel.x, pixel.y+1) && !pixel.dead && Math.random() < 0.1) {
createPixel("blood", pixel.x, pixel.y+1);
// set dead to true 15% chance
if (Math.random() < 0.15) {
pixel.dead = pixelTicks;
}
}
}
//start of most new code
var pX = pixel.x;
var pY = pixel.y;
if(pixel.charge) {
pixel.charged = true;
};
if(body) {
if(typeof(body.charge) !== "undefined") {
if(body.charge) {
pixel.charged = true;
};
};
if(typeof(body.charged) !== "undefined") {
if(body.charged) {
pixel.charged = true;
};
};
};
if(typeof(pixel.charged) === "undefined") {
pixel.charged = false;
};
if(pixel.charged) {
var explosionRadius = 10;
} else {
var explosionRadius = 7;
};
//Human detection loop (looks ahead according to direction and sets the "following" variable to true, telling the body to lock the direction)
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 ${pY+oY}`)
for(j = (-1); j > (-16 - 1); j--) {
var oX = j;
var nX = pX+oX;
var nY = pY+oY;
if(outOfBounds(nX,nY)) {
//console.log(`Stopping row look at pixel (${nX},${nY}) due to OoB`)
break;
};
if(isEmpty(nX,nY)) {
////console.log(`Skipping pixel (${nX},${nY}) (empty)`)
continue;
};
if(!isEmpty(nX,nY,true)) {
var newPixel = pixelMap[nX][nY];
var newElement = newPixel.element;
if(["head","body"].includes(newElement)) {
//console.log(`Human part found at (${nX},${nY})`)
if(!newPixel.dead) {
pixel.following = true;
//console.log(`Human detected at (${nX},${nY})`)
//Start "hissing" if a human is close enough
if(pyth(pX,pY,nX,nY) <= 3.15) { //probably misapplying the tolerance from the MC Wiki line: "Creepers will chase after any player, as long as it is within a 16 block (±5%) radius"
pixel.hissing = true;
if(!pixel.hissStart) {
pixel.hissStart = pixelTicks;
};
};
};
} else {
//console.log(`Stopping row look at pixel (${nX},${nY}) due to non-human pixel in the way`)
break;
};
};
};
};
} else if(pixel.dir === 1) {
for(i = -4; i < 4+1; i++) {
var oY = i;
//console.log(`Starting row look at row ${pY+oY}`)
for(j = 1; j < 16 + 1; j++) {
var oX = j;
var nX = pX+oX;
var nY = pY+oY;
if(outOfBounds(nX,nY)) {
//console.log(`Stopping row look at pixel (${nX},${nY}) due to OoB`)
break;
};
if(isEmpty(nX,nY)) {
////console.log(`Skipping pixel (${nX},${nY}) (empty)`)
continue;
};
if(!isEmpty(nX,nY,true)) {
var newPixel = pixelMap[nX][nY];
var newElement = newPixel.element;
if(["head","body"].includes(newElement)) {
//console.log(`Human part found at (${nX},${nY})`)
if(!newPixel.dead) {
pixel.following = true;
//console.log(`Human detected at (${nX},${nY})`)
//Start "hissing" if a human is close enough
if(pyth(pX,pY,nX,nY) <= 3.15) {
pixel.hissing = true;
if(!pixel.hissStart) {
pixel.hissStart = pixelTicks;
};
};
};
} else {
//console.log(`Stopping row look at pixel (${nX},${nY}) due to non-human pixel in the way`)
break;
};
};
};
};
};
//Pre-explosion handler: keeps track of time before the kaboom
for(i = 0; i < 1; i++) { //dummy for loop
if(pixel.hissing) {
//console.log("Ssssssss");
if(pixel.dead || !body || body.dead) { //can't explode without a body according to the classic creeper anatomy
//console.log("ss-- oof");
pixel.hissing = false;
break;
};
if(!pixel.hissStart) {
//console.log("t-30 ticks or whatever it was");
pixel.hissStart = pixelTicks;
};
if(pixelTicks - pixel.hissStart > 30) {
//console.log("Kaboom?");
//console.log(`Exploding with radius ${explosionRadius} (charged: ${pixel.charged})`);
explodeAt(body.x,body.y,explosionRadius);
//console.log("Yes, Rico, kaboom.");
};
};
};
if(Math.random() < 0.01) { //1% chance each tick to lose interest
pixel.following = false;
//console.log("Meh.");
};
},
};