diff --git a/mods/randomness.js b/mods/randomness.js index bd70b461..2eb991d6 100644 --- a/mods/randomness.js +++ b/mods/randomness.js @@ -1014,6 +1014,143 @@ elements.amalgamated_bomb = { density: 1800, excludeRandom: true, extraInfo: "a little bit of everything \":eggTF:\" ", +}, + +elements.colder_bomb = { + color: "#43648e", + tick: function(pixel) { + eee = Math.random() + doHeat(pixel); + if(!isEmpty(pixel.x,pixel.y-1) && !outOfBounds(pixel.x,pixel.y-1)) { + if(pixelMap[pixel.x][pixel.y-1].element != pixel.element) { + steppedOn = true + } else steppedOn = false + } else { + steppedOn = false + } + if(!isEmpty(pixel.x,pixel.y+1) && !outOfBounds(pixel.x,pixel.y+1)) { + if(pixelMap[pixel.x][pixel.y+1].element != pixel.element) { + landed = true + } else landed = false + } else { + landed = false + } + if(outOfBounds(pixel.x,pixel.y+1)) { + landed = true + } + tryMove(pixel, pixel.x, pixel.y+1) + if(steppedOn == true || landed == true) { + fire = "cold_fire" + smoke = "cold_fire" + radius = 10 + x = pixel.x + y = pixel.y + // if fire contains , split it into an array + if (fire.includes(",")) { + fire = fire.split(","); + } + // if smoke contains , split it into an array + if (smoke.includes(",")) { + smoke = smoke.split(","); + } + var coords = circleCoords(x,y,radius); + var power = radius/10; + //for (var p = 0; p < Math.round(radius/10+1); p++) { + for (var i = 0; i < coords.length; i++) { + // damage value is based on distance from x and y + var damage = Math.random() + (Math.floor(Math.sqrt(Math.pow(coords[i].x-x,2) + Math.pow(coords[i].y-y,2)))) / radius; + // invert + damage = 1 - damage; + if (damage < 0) { damage = 0; } + damage *= power; + if (isEmpty(coords[i].x,coords[i].y)) { + // create smoke or fire depending on the damage if empty + if (damage < 0.02) { } // do nothing + else if (damage < 0.2) { + // if smoke is an array, choose a random item + if (Array.isArray(smoke)) { + createPixel(smoke[Math.floor(Math.random() * smoke.length)],coords[i].x,coords[i].y); + } + else { + createPixel(smoke,coords[i].x,coords[i].y); + } + } + else { + // if fire is an array, choose a random item + if (Array.isArray(fire)) { + createPixel(fire[Math.floor(Math.random() * fire.length)],coords[i].x,coords[i].y); + } + else { + createPixel(fire,coords[i].x,coords[i].y); + } + } + } + else if (!outOfBounds(coords[i].x,coords[i].y)) { + // damage the pixel + var pixel = pixelMap[coords[i].x][coords[i].y]; + var info = elements[pixel.element]; + if (info.hardness) { // lower damage depending on hardness(0-1) + if (info.hardness < 1) { + damage = damage * ((1 - info.hardness)*10); + } + else { damage = 0; } + } + if (damage > 0.25) { + if (info.breakInto) { + // if it is an array, choose a random item, else just use the value + if (Array.isArray(info.breakInto)) { + var result = info.breakInto[Math.floor(Math.random() * info.breakInto.length)]; + } + else { + var result = info.breakInto; + } + // change the pixel to the result + pixel.element = result; + pixel.color = pixelColorPick(pixel); + if (elements[result].burning) { + pixel.burning = true; + pixel.burnStart = pixelTicks; + } + else if (pixel.burning && !elements[result].burn) { + pixel.burning = false; + delete pixel.burnStart; + } + } + else { + if (Array.isArray(fire)) { + var newfire = fire[Math.floor(Math.random() * fire.length)]; + } + else { + var newfire = fire; + } + pixel.element = newfire; + pixel.color = pixelColorPick(pixel); + if (elements[newfire].burning) { + pixel.burning = true; + pixel.burnStart = pixelTicks; + } + else if (pixel.burning && !elements[newfire].burn) { + pixel.burning = false; + delete pixel.burnStart; + } + } + } + if (damage > 0.75) { + if (info.burn) { + pixel.burning = true; + pixel.burnStart = pixelTicks; + } + } + pixel.temp -= damage*radius*power; + pixelTempCheck(pixel); + } + } + } + }, + category: "weapons", + state: "solid", + density: 1300, + excludeRandom: true, } runAfterLoad(function() {