diff --git a/mods/a_mod_by_alice.js b/mods/a_mod_by_alice.js index 98dd607e..1b4be2ea 100644 --- a/mods/a_mod_by_alice.js +++ b/mods/a_mod_by_alice.js @@ -3189,7 +3189,7 @@ color1 and color2 spread through striped paint like dye does with itself. col //supplementary functions for below //redefine mouseRange to support even sizes - function mouseRange(mouseX,mouseY,size,shapeOverride=null) { + function mouseRange(mouseX,mouseY,size,shapeOverride=null,skipEmpties=false) { var shape = shapeOverride ?? currentShape ?? "square"; var coords = []; size = size || mouseSize; @@ -3214,7 +3214,9 @@ color1 and color2 spread through striped paint like dye does with itself. col // Starting at the top left, go through each pixel for (var x = topLeft[0]; x <= bottomRight[0]; x++) { for (var y = topLeft[1]; y <= bottomRight[1]; y++) { - // If the pixel is empty, add it to coords + if(skipEmpties && isEmpty(x,y,true)) { + continue + }; if((shape !== "square") && exclusionFunction?.(x,y,size,mouseX,mouseY,topLeft,bottomRight)) { continue }; @@ -5158,7 +5160,7 @@ color1 and color2 spread through striped paint like dye does with itself. col else if (view === 2) { // thermal view // set the color to pixel.temp, from hottest at -66 (294.1875) hue to coldest 265 hue, with the minimum being -273, max being 7755 var temp = pixel.temp; - temp = Math.min(Math.max(temp + 900,(settings.abszero ?? -273.15)),55530); + temp = Math.min(Math.max(temp + 900,(settings.abszero ?? -273.15)),5553000000000); var hue,sat,lig; sat = 100; lig = 50; @@ -5210,10 +5212,14 @@ color1 and color2 spread through striped paint like dye does with itself. col hue = 265; sat = scale(temp,46775,47775,40,20); lig = 50; - } else { //55530 + } else if(temp <= 55530) { hue = scale(temp,47775,55530,265,654.1875) % 360; sat = 20; lig = 50; + } else { + hue = 294; + sat = 20 + (12 * Math.log10(temp / 55530)); + lig = 50 + (4 * Math.log10(temp / 55530)); }; ctx.fillStyle = "hsl("+hue+","+sat+"%,"+lig+"%)"; } @@ -8544,6 +8550,80 @@ color1 and color2 spread through striped paint like dye does with itself. col var key = eLists.LED[i]; elements.malware.reactions[key] = { elem2:eLists.LED, chance:0.01 } }; + + function heatNeighbors(pixel,temp,trueIfMooreFalseIfNeumann=false) { + var neighborOffsets = trueIfMooreFalseIfNeumann ? squareCoords : adjacentCoords; + var pX = pixel.x; + var pY = pixel.y; + for(var i = 0; i < neighborOffsets.length; i++) { + var offsets = neighborOffsets[i]; + var newPixel = pixelMap[pX + offsets[0]]?.[pY + offsets[1]]; + if(!newPixel) { continue }; + newPixel["temp"] += temp; + pixelTempCheck(newPixel) + } + }; + + elements.amba_black_hole = { + color: "#000000", + maxColorOffset: 0, + tick: function(pixel) { + pixel.lastTemps ??= []; + pixel.lastTemps.push(pixel.temp); + if(pixel.lastTemps.length > 5) { pixel.lastTemps.shift() }; + var biggestLastTemp = Math.max(...pixel.lastTemps); + if(pixel.temp < biggestLastTemp) { pixel.temp = biggestLastTemp }; + pixel.color = "rgb(0,0,0)"; + var range = (pixel.range ?? 30) * 2; + var targets = mouseRange(pixel.x,pixel.y,range,"circle",true); + for (var i = 0; i < targets.length; i++) { + var newPixel = pixelMap[targets[i][0]]?.[targets[i][1]]; + if ((!newPixel) || newPixel.del) { continue }; + if((newPixel.element == pixel.element) || ((newPixel.x == pixel.x) && (newPixel.y == pixel.y))) { continue }; + newPixel.drag = true; + var [mX, mY] = [pixel.x, pixel.y]; + var distanceComplement = (range / 2) - pyth(mX,mY,newPixel.x,newPixel.y); + var distanceProportion = 0.3 + (distanceComplement / (range / 2)); + var distanceModifier = distanceProportion ** 2; + var pullCount = (4 * distanceModifier) * (commonMovableCriteria(pixel.element) ? 1 : 0.8); + var pullCountIntegerPart = Math.floor(pullCount); + var pullCountFractionalPart = pullCount % 1; + var truePullCount = Math.min(3,pullCountIntegerPart + (Math.random() < pullCountFractionalPart)); + for(var j = 0; j < truePullCount; j++) { + var x = newPixel.x; + var y = newPixel.y; + var empty = checkForEmptyPixels(x, y); + let bestVal = Math.sqrt(Math.pow(mX - x, 2) + Math.pow(mY - y, 2)); + let best = null; + for (const pixelPair of empty) { + const x_ = x + pixelPair[0]; + const y_ = y + pixelPair[1]; + const c = Math.sqrt(Math.pow(mX - x_, 2) + Math.pow(mY - y_, 2)); + if (c < bestVal) { + bestVal = c; + best = pixelPair; + } + } + if (best) { + tryMove(newPixel, x + best[0], y + best[1], undefined, true); + heatNeighbors(newPixel,20); + pixel.temp += 20; + } + }; + var taxicabDistance = Math.abs(newPixel.x - pixel.x) + Math.abs(newPixel.y - pixel.y); + if(taxicabDistance <= 3) { + pixel.temp += (newPixel.temp - (settings.abszero ?? 273.15)); + deletePixel(newPixel.x,newPixel.y); + continue + } + } + }, + state: undefined, + density: 1797.69313486e305, //about as close to Infinity as we can serializably get + category: "special", + hardness: 1 + }; + //ASSORTED RAINBOW VARIANTS ## elements.concoction.reactions.diorite_gravel = { elem1: "static", elem2: null @@ -25388,7 +25468,7 @@ Pixel size (rendering only): (Use if the save looks cut o tick: function(pixel) { nsTick(pixel,0.7,stellarPlasmaSpreadWhitelist); }, - temp: 1e12, + temp: 1e8, category: "special", state: "gas", density: 1e17, @@ -25443,11 +25523,9 @@ Pixel size (rendering only): (Use if the save looks cut o density: 10000, //i'm not doing any more research on these neutron stars because google is useless conduct: 1, }; - elements.supernova.behavior = [ - "XX|XX|XX", - "XX|EX:80>plasma,plasma,plasma,plasma,plasma,plasma,plasma,plasma,plasma,plasma,molten_iron,molten_uranium,molten_lead AND CH:neutron_star,neutron_star,neutron_star,neutronium,quark_matter,void|XX", - "XX|XX|XX", - ] + elements.supernova.behavior[1] = elements.supernova.behavior[1].split("|"); + elements.supernova.behavior[1][1] = elements.supernova.behavior[1][1].replace("void","amba_black_hole") + ",neutron_star,neutron_star,amba_black_hole,amba_black_hole,amba_black_hole" + elements.supernova.behavior[1] = elements.supernova.behavior[1].join("|"); elements.plasma.noConduct = ["plasma_torch","stellar_plasma","liquid_stellar_plasma","liquid_degenerate_neutronium","gaseous_degenerate_neutronium","neutron_star"]; //I can't suppress the charge overlay and keep the tick color, only effective with noConduct.js but not strictly required //Tangentially linked elements.rainbow_sun = {