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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0f94ad612a
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b2d850dcd5
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@ -0,0 +1,381 @@
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function pyth(xA,yA,xB,yB) {
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var a = Math.abs(xB - xA);
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var b = Math.abs(yB - yA);
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var c = Math.sqrt(a**2 + b**2);
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return c;
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};
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elements.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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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("creeper_body", pixel.x, pixel.y+1);
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pixel.element = "creeper_head";
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}
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else if (isEmpty(pixel.x, pixel.y-1)) {
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createPixel("creeper_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 = "creeper_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: ["creeper_body","creeper_head"],
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};
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elements.creeper_body = {
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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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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: "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",
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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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},
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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 == "creeper_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 > 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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// Find the head
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if (!isEmpty(pixel.x, pixel.y-1, true) && pixelMap[pixel.x][pixel.y-1].element == "creeper_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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}
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else { var head = null }
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if (isEmpty(pixel.x, pixel.y-1)) {
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// create blood if decapitated 10% chance
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if (Math.random() < 0.1) {
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createPixel("blood", pixel.x, pixel.y-1);
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// set dead to true 15% chance
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if (Math.random() < 0.15) {
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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 }
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else if (Math.random() < 0.1) { // Move 10% chance
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var movesToTry = [
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[1*pixel.dir,0],
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[1*pixel.dir,-1],
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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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movePixel(head, head.x+move[0], head.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(!head.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(pixel.charge) {
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pixel.charged = true;
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};
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if(head) {
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if(typeof(head.charge) !== "undefined") {
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if(head.charge) {
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pixel.charged = true;
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};
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};
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if(typeof(head.charged) !== "undefined") {
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if(head.charged) {
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pixel.charged = true;
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};
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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.charged) {
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var explosionRadius = 10;
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} else {
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var explosionRadius = 7;
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};
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if(pixel.burning) {
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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 > explosionRadius) {
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//console.log("Kaboom?");
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explodeAt(pixel.x,pixel.y,7);
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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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},
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elements.creeper_head = {
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color: ["#5B8B59", "#3F8738", "#559552", "#479143", "#50B143", "#58C546"],
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category: "life",
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hidden: true,
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density: 1080,
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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",
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breakInto: "blood",
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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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"oxygen": { "elem2":"carbon_dioxide", "chance":0.5 },
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},
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properties: {
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dead: false,
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following: false,
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hissing: false,
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charged: false,
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},
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tick: function(pixel) {
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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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return
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}
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}
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// Find the body
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if (!isEmpty(pixel.x, pixel.y+1, true) && pixelMap[pixel.x][pixel.y+1].element == "creeper_body") {
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var body = pixelMap[pixel.x][pixel.y+1];
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if (body.dead) { // If body is dead, kill head
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pixel.dead = body.dead;
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}
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}
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else { var body = null }
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if(body) {
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if(body.dir !== pixel.dir) { //hacky workaround: lock head dir to body dir
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pixel.dir = body.dir;
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};
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};
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if (isEmpty(pixel.x, pixel.y+1)) {
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tryMove(pixel, pixel.x, pixel.y+1);
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// create blood if severed 10% chance
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if (isEmpty(pixel.x, pixel.y+1) && !pixel.dead && Math.random() < 0.1) {
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createPixel("blood", pixel.x, pixel.y+1);
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// set dead to true 15% chance
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if (Math.random() < 0.15) {
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pixel.dead = pixelTicks;
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}
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}
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}
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//start of most new code
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var pX = pixel.x;
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var pY = pixel.y;
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if(pixel.charge) {
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pixel.charged = true;
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};
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if(body) {
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if(typeof(body.charge) !== "undefined") {
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if(body.charge) {
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pixel.charged = true;
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};
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};
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if(typeof(body.charged) !== "undefined") {
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if(body.charged) {
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pixel.charged = true;
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};
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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.charged) {
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var explosionRadius = 10;
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} else {
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var explosionRadius = 7;
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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},${nY}) (empty)`)
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continue;
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};
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if(!isEmpty(nX,nY,true)) {
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var newPixel = pixelMap[nX][nY];
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var newElement = newPixel.element;
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if(["head","body"].includes(newElement)) {
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//console.log(`Human part found at (${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;
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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},${nY}) (empty)`)
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continue;
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};
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if(!isEmpty(nX,nY,true)) {
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var newPixel = pixelMap[nX][nY];
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var newElement = newPixel.element;
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if(["head","body"].includes(newElement)) {
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//console.log(`Human part found at (${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},${nY})`)
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//Start "hissing" if a human is close enough
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if(pyth(pX,pY,nX,nY) <= 3.15) {
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pixel.hissing = true;
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if(!pixel.hissStart) {
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pixel.hissStart = pixelTicks;
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};
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};
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};
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} else {
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//console.log(`Stopping row look at pixel (${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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//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 || !body || body.dead) { //can't explode without a body according to the classic creeper anatomy
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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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if(pixelTicks - pixel.hissStart > 30) {
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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(body.x,body.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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},
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};
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