i coded for so long i forgor 💀 what exactly i did

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O-01-67 2022-08-31 16:44:25 -04:00 committed by GitHub
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1 changed files with 136 additions and 16 deletions

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@ -88,7 +88,6 @@ elements.snow_cloud_floater = {
};
worldgentypes.ice = {
name: "TNT World", //unimplemented
layers: [
//[0.95, "snow_cloud_floater"], //le cutting room floor has arrived
[0.9, "snow"],
@ -149,7 +148,7 @@ elements.irradiated_dirt = {
color: ["#70762b","#4c5c21","#50571a","#4c6b1e"],
behavior: behaviors.RAD_POWDER,
tempHigh:1200,
stateHigh: "irradiated_molten_dirt",
stateHigh: "molten_irradiated_dirt",
reactions: {
"dirt": { "elem1":"dirt", "elem2":"irradiated_dirt", "chance":0.0005, "oneway":true },
},
@ -160,11 +159,11 @@ elements.irradiated_dirt = {
density: 1220,
};
elements.irradiated_molten_dirt = {
elements.molten_irradiated_dirt = {
"behavior": behaviors.RAD_MOLTEN,
"hidden": true,
"state": "liquid",
"category": "states",
"category": "Irradiated",
"color": ["#e09315", "#e07615", "#e05800", "#987310", "#985c10", "#984500", "#a06c0d", "#a0570d", "#a04100", "#98850f", "#986b0f", "#985000"],
"temp": 1250,
"tempLow": 1100,
@ -173,10 +172,6 @@ elements.irradiated_molten_dirt = {
"viscosity": 10000
}
elements.molten_irradiated_dirt = {
behavior: behaviors.RAD_MOLTEN
}
elements.irradiated_glass = {
color: ["#597a58","#719171"],
colorOn: ["#6dab67","#88b567"],
@ -190,7 +185,8 @@ elements.irradiated_glass = {
};
elements.molten_irradiated_glass = {
behavior: behaviors.RAD_MOLTEN
behavior: behaviors.RAD_MOLTEN,
category: "Irradiated",
};
elements.irradiated_glass_shard = {
@ -313,7 +309,7 @@ elements.rad_cloud.behavior = [
"CR:radiation%0.05|CR:radiation%0.05|CR:radiation%0.05",
];
elements.rad_cloud.tempLow = 0;
elements.rad_cloud.stateLow = "rad_snowcloud";
elements.rad_cloud.stateLow = "rad_snow_cloud";
elements.fallout.behavior = behaviors.RAD_POWDER;
elements.irradiated_permafrost = {
@ -390,7 +386,7 @@ elements.irradiated_packed_snow = {
hidden: true,
};
elements.rad_snowcloud = {
elements.rad_snow_cloud = {
color: ["#2d6e31","#416e21"],
behavior: [
"XX|XX|XX",
@ -407,16 +403,16 @@ elements.rad_snowcloud = {
stateHigh: "rad_cloud",
};
elements.rad_snowcloud_floater = {
elements.rad_snow_cloud_floater = {
color: ["#2d6e31","#416e21"],
behavior: [
"M2|M1|M2",
"M1%80|CH:rad_snowcloud_%0.2|M1%80",
"M1%80|CH:rad_snow_cloud_%0.2|M1%80",
"M%60|XX|M2%60",
],
reactions: {
"rad_snowcloud_floater": { elem1: "rad_snowcloud", elem2: "rad_snowcloud", chance: 0.003 },
"rad_snowcloud": { elem1: "rad_snowcloud", elem2: "rad_snowcloud", chance: 0.01 }
"rad_snow_cloud_floater": { elem1: "rad_snow_cloud", elem2: "rad_snow_cloud", chance: 0.003 },
"rad_snow_cloud": { elem1: "rad_snow_cloud", elem2: "rad_snow_cloud", chance: 0.01 }
},
category:"Irradiated",
hidden: true,
@ -480,6 +476,116 @@ elements.irradiated_magma = {
density: 2725,
};
irradiatedObject = {
dirt: "irradiated_dirt",
molten_dirt: "molten_irradiated_dirt",
glass: "irradiated_glass",
irradiated_glass: "molten_irradiated_glass",
glass_shard: "irradiated_glass_shard",
sand: "irradiated_sand",
mud: "irradiated_mud",
wet_sand: "irradiated_wet_sand",
water: "irradiated_water",
permafrost: "irradiated_permafrost",
mudstone: "irradiated_mudstone",
packed_sand: "irradiated_packed_sand",
ice: "irradiated_ice",
snow: "irradiated_snow",
packed_snow: "irradiated_packed_snow",
snow_cloud: "rad_snow_cloud",
snow_cloud_floater: "rad_snow_cloud_floater",
rock: "irradiated_rock",
gravel: "irradiated_gravel",
basalt: "irradiated_basalt",
magma: "irradiated_magma"
};
function getKeyByValue(object, value) {
return Object.keys(object).find(key => object[key] === value);
}
//getKeyByValue code by UncleLaz on StackOverflow: https://stackoverflow.com/questions/9907419/how-to-get-a-key-in-a-javascript-object-by-its-value"
//just for fun
elements.super_irradiator = {
color: "#66ee33",
tick: function(pixel) {
var twentiethOfTemp = pixel.temp / 20;
var roundOf20th = Math.round(twentiethOfTemp);
var boundedR20 = Math.max(1,Math.min(roundOf20th,11));
var radius1 = (-1 * boundedR20);
var radius2 = (boundedR20 + 1);
for (let i = radius1; i < radius2; i++) {
for (let j = radius1; j < radius2; j++) {
if (!isEmpty(pixel.x+j,pixel.y+i) && !outOfBounds(pixel.x+j,pixel.y+i)) {
var destPixel = pixelMap[pixel.x+j][pixel.y+i];
var elementToCheck = destPixel.element;
if(irradiatedObject[elementToCheck]) {
changePixel(destPixel,irradiatedObject[elementToCheck]);
};
};
};
};
},
category:"machines",
insulate: true,
state: "solid",
};
elements.super_deirradiator = {
color: "#dd33ee",
tick: function(pixel) {
var twentiethOfTemp = pixel.temp / 20;
var roundOf20th = Math.round(twentiethOfTemp);
var boundedR20 = Math.max(1,Math.min(roundOf20th,11));
var radius1 = (-1 * boundedR20);
var radius2 = (boundedR20 + 1);
for (let i = radius1; i < radius2; i++) {
for (let j = radius1; j < radius2; j++) {
if (!isEmpty(pixel.x+j,pixel.y+i) && !outOfBounds(pixel.x+j,pixel.y+i)) {
var destPixel = pixelMap[pixel.x+j][pixel.y+i];
var elementToCheck = destPixel.element;
if(getKeyByValue(irradiatedObject,elementToCheck)) {
changePixel(destPixel,getKeyByValue(irradiatedObject,elementToCheck));
};
};
};
};
},
category:"machines",
insulate: true,
state: "solid",
};
elements.liquid_irradium = {
color: "#5499FF",
behavior: behaviors.RAD_LIQUID,
tick: function(pixel) {
for(i = 0; i < adjacentCoords.length; i++) {
if(!isEmpty(pixel.x+adjacentCoords[i][0],pixel.y+adjacentCoords[i][1],true)) {
var destPixel = pixelMap[pixel.x+adjacentCoords[i][0]][pixel.y+adjacentCoords[i][1]];
var elementToCheck = destPixel.element;
if(irradiatedObject[elementToCheck]) {
changePixel(destPixel,irradiatedObject[elementToCheck]);
};
}
}
},
//Becomes rainbow sand by water or poison, as well as by protocite, or bio-ooze
//Becomes sulfuric acid on contact with it
//Becomes corrupt slime by elder fluid
//Converts black tar and organic soup into itself
//Turns either grav liquid into aether dust, as well as liquid crystal
//Turns blood into bloodstone
//Turns blue slime into black slime
//Made by {mercury or bio-ooze} and protocite
category:"liquids",
state: "liquid",
density: 18180, //Cherry-picked from a Tumblr headcanon
//https://omniblog-of-starbound.tumblr.com/post/188424072728/starbound-element-headcannon-modded-metals
viscosity: 80.1, //probably misinterpreting tickDelta, and w/o the game assets, I can't compare against water, so this is in relation to H2SO4 scaled to its density in cP and under the assumption that water visc = 1
};
if(enabledMods.includes("mods/some_tf_liquids.js")) {
elements.irradiated_basalt_gravel = {
color: ["#394d37", "#3b452f", "#3f452a", "#2d3d2c"],
@ -497,15 +603,29 @@ if(enabledMods.includes("mods/some_tf_liquids.js")) {
worldgentypes.nuclear_wasteland = {
layers: [
[0.9, "smoke", 0.5],
[0.9, "rad_snowcloud_floater", 0.75],
[0.9, "rad_snow_cloud_floater", 0.75],
[0.82, "fallout", 0.4],
[0.7, "liquid_irradium", 0.05],
[0.7, "dead_plant", 0.12],
[0.55, "irradiated_dirt"],
[0.45, "irradiated_rock"],
[0.25, "uranium", 0.4],
[0.35, "irradiated_rock", 0.5],
[0.3, "irradiated_gravel", 0.5],
[0.2, "uranium", 0.2],
[0.05, "rock"],
[0, "basalt"],
],
temperature: -5 //nuclear winter
};
//Dark world
worldgentypes.dark = {
layers: [
[0.8, "carbon_dioxide"],
[0.65, "ink"],
[0.5, "charcoal"],
[0, "basalt"]
]
};