human mod playtest
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02ff017434
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elements.human = {
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color: ["#f5eac6","#d4c594","#a89160","#7a5733","#523018","#361e0e"],
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category: "life",
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properties: {
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dead: 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("body", pixel.x, pixel.y+1);
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pixel.element = "head";
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}
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else if (isEmpty(pixel.x, pixel.y-1)) {
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createPixel("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 = "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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};
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elements.body = {
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color: ["#049699","#638A61"],
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category: "life",
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hidden: true,
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properties: {
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dead: false
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},
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tick: function(pixel) {
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if (isEmpty(pixel.x, pixel.y+1)) { // Fall
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movePixel(pixel, pixel.x, pixel.y+1);
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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 == "head") {
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movePixel(pixelMap[pixel.x][pixel.y-2], pixel.x, pixel.y-1);
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}
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}
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}
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doHeat(pixel);
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if (pixel.dead) { return }
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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 = true;
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}
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}
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}
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else if (Math.random() < 0.1) { // Move 10% chance
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var movesToTry = [
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[-1,0],
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[1,0],
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[-1,-1],
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[1,-1],
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]
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var head = pixelMap[pixel.x][pixel.y-1];
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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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}
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},
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};
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elements.head = {
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color: ["#f5eac6","#d4c594","#a89160","#7a6433","#524018"],
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category: "life",
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hidden: true,
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properties: {
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dead: 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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movePixel(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 = true;
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}
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}
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}
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}
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};
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if (!elements.blood.reactions) {
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elements.blood.reactions = {};
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}
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// Blood mud
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elements.blood.reactions.dirt = {
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"elem1": null,
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"elem2": "mud",
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}
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// Blood sand
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elements.blood.reactions.sand = {
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"elem1": null,
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"elem2": "wet_sand",
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}
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