Add skeletons

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Laetitia (O-01-67) 2022-11-11 14:22:36 -05:00 committed by GitHub
parent 6726dafb3c
commit fb82130cfc
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1 changed files with 631 additions and 23 deletions

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@ -5,10 +5,14 @@ var explodeAtPlusMod = "mods/explodeAtPlus.js";
if(enabledMods.includes(runAfterAutogenMod) && enabledMods.includes(explodeAtPlusMod)) {
//Prerequisite Functions and Variables
minimumCreeperTries = 3;
maximumCreeperTries = 3;
minimumCreeperTries = 1;
maximumZombieTries = 3;
minimumZombieTries = 3;
maximumZombieTries = 3;
minimumSkeletonTries = 3;
maximumSkeletonTries = 3;
headBodyObject = {
"head": "body",
@ -17,6 +21,8 @@ if(enabledMods.includes(runAfterAutogenMod) && enabledMods.includes(explodeAtPlu
"hell_creeper_head": "hell_creeper_body",
"bombing_creeper_head": "bombing_creeper_body",
"zombie_head": "zombie_body",
"skeleton_head": "skeleton_body",
"nothing_there_phase_3_head": "nothing_there_phase_3_body",
};
var style = document.createElement('style'); //Initialize CSS for creeper spawning's status indicator
@ -34,13 +40,17 @@ if(enabledMods.includes(runAfterAutogenMod) && enabledMods.includes(explodeAtPlu
};
document.getElementsByTagName('head')[0].appendChild(style);
function pyth(xA,yA,xB,yB) { //Distance function, used for explosion trigger
function coordPyth(xA,yA,xB,yB) { //Distance function, used for explosion trigger
var a = Math.abs(xB - xA);
var b = Math.abs(yB - yA);
var c = Math.sqrt(a**2 + b**2);
return c;
};
function pythSpeed(number1,number2) {
return Math.sqrt(number1**2 + number2**2);
};
function rgbColorBound(number) { //RGB bounding function, used for safety checking color changes
return Math.min(255,Math.max(0,number));
};
@ -204,6 +214,21 @@ if(enabledMods.includes(runAfterAutogenMod) && enabledMods.includes(explodeAtPlu
};
};
function arrowAltTb(pixel,breakChanceMultiplier,changetemp=false,defaultBreakIntoDust=false) {
var info = elements[pixel.element];
var hardness = defaultHardness;
if(typeof(info.hardness) === "number") {
hardness = info.hardness;
};
hardness = 1 - hardness; //invert hardness, so a hardness of 0 becomes a 100% chance and a hardness of 1 becomes a 0% chance
hardness *= breakChanceMultiplier;
if(Math.random() < hardness) {
return breakPixel(pixel,changetemp=false,defaultBreakIntoDust=false);
} else {
return false;
};
};
function nothingThereBulletMovement(pixel,x,y) {
if(!tryMove(pixel,x,y)) {
if(!isEmpty(x,y,true)) {
@ -616,6 +641,124 @@ if(enabledMods.includes(runAfterAutogenMod) && enabledMods.includes(explodeAtPlu
};
};
var style = document.createElement('style'); //Initialize CSS for skeleton spawning's status indicator
style.type = 'text/css';
style.id = 'skeletonStatusStylesheet';
//initial style conditional branch
if(typeof(settings.skeletonSpawning) === "undefined") { //undefined (falsy but it needs special handling)
style.innerHTML = '.skeletonStatus { color: #E11; text-decoration: none; }';
} else {
if(!settings.skeletonSpawning) { //falsy: red
style.innerHTML = '.skeletonStatus { color: #E11; text-decoration: none; }';
} else if(settings.skeletonSpawning) { //truthy: green
style.innerHTML = '.skeletonStatus { color: #1E1; text-decoration: none; }';
};
};
document.getElementsByTagName('head')[0].appendChild(style);
if(typeof(settings.skeletonSpawning) === "undefined") { //Default skeleton setting
setSetting("skeletonSpawning",false);
};
function updateSkeletonPreferences() { //Skeleton setting handler
if(settings.skeletonSpawning) { //If the setting is on
if(typeof(randomEvents.skeleton) !== "function") { //add the event if it's missing
randomEvents.skeleton = function() {
var amount = Math.floor((Math.random() * maximumSkeletonTries)+minimumSkeletonTries); //1-3
//In worldgen worlds, you can expect about half of this because about half of the world is pixels in it.
for(i = 0; i < amount; i++) { //dummy for to break
if(settings.skeletonSpawning) { //setting validation
// random x between 1 and width-1
var x = Math.floor(Math.random()*(width-1))+1;
// random y between 1 and height
var y = Math.floor(Math.random()*height-1)+1;
if (isEmpty(x,y)) {
// random element from the list of spawnable skeletons
var element = spawnSkeletons[Math.floor(Math.random()*spawnSkeletons.length)];
// if element is an array, choose a random element from the array
if (Array.isArray(element)) {
element = element[Math.floor(Math.random()*element.length)];
}
createPixel(element,x,y);
};
} else { //if false (this function is never supposed to fire with the setting false)
delete randomEvents.skeleton; //self-disable
//substitute event
var event = randomEvents[Object.keys(randomEvents)[Math.floor(Math.random()*Object.keys(randomEvents).length)]];
event();
break;
};
};
};
};
} else if(!settings.skeletonSpawning) { //and if it's off
if(randomEvents.skeleton) { delete randomEvents.skeleton }; //delete it if it exists.
};
};
function toggleSkeletonSpawning() { //Skeleton toggle handler
if(settings.skeletonSpawning != true) { //If it's false
setSetting("skeletonSpawning",true); //make it true and update the status display CSS
updateSkeletonPreferences(); //apply
document.getElementById("skeletonStatusStylesheet").innerHTML = '.skeletonStatus { color: #1E1; text-decoration: underline; }'; //Displayed info doen't update until it's pulled up again, so I'm using CSS to dynamically change the color of an element, like with find.js (RIP).
} else { //and the inverse if it's true
setSetting("skeletonSpawning",false);
updateSkeletonPreferences();
document.getElementById("skeletonStatusStylesheet").innerHTML = '.skeletonStatus { color: #E11; text-decoration: none; }';
};
};
spawnSkeletons = ["skeleton"];
if(settings.skeletonSpawning) { //skeleton spawning option
randomEvents.skeleton = function() {
var amount = Math.floor((Math.random() * maximumSkeletonTries)+minimumSkeletonTries); //1-3
for(i = 0; i < amount; i++) { //dummy for to break
if(settings.skeletonSpawning) { //setting validation
// random x between 1 and width-1
var x = Math.floor(Math.random()*(width-1))+1;
// random y between 1 and height
var y = Math.floor(Math.random()*height-1)+1;
if (isEmpty(x,y)) {
// random element from the list of spawnable skeletons
var element = spawnSkeletons[Math.floor(Math.random()*spawnSkeletons.length)];
// if element is an array, choose a random element from the array
if (Array.isArray(element)) {
element = element[Math.floor(Math.random()*element.length)];
}
createPixel(element,x,y);
};
} else { //if false (this function is never supposed to fire with the setting false)
delete randomEvents.skeleton; //self-disable
//substitute event
var event = randomEvents[Object.keys(randomEvents)[Math.floor(Math.random()*Object.keys(randomEvents).length)]];
event();
break;
};
};
};
};
standaloneSpawnSkeleton = function(amount=1) {
/* The amount is the maximum amount of *attempts*. Often, less skeletons will spawn due to things in the way.
In a generated world, which uses half of the space, you can expect about half of this number to spawn. */
for(i = 0; i < amount; i++) { //dummy for to break
// random x between 1 and width-1
var x = Math.floor(Math.random()*(width-1))+1;
// random y between 1 and height
var y = Math.floor(Math.random()*height-1)+1;
if (isEmpty(x,y)) {
// random element from the list of spawnable skeletons
var element = spawnSkeletons[Math.floor(Math.random()*spawnSkeletons.length)];
// if element is an array, choose a random element from the array
if (Array.isArray(element)) {
element = element[Math.floor(Math.random()*element.length)];
}
createPixel(element,x,y);
};
};
};
/*Start Main Zombie
..................
.........###......
@ -874,7 +1017,7 @@ if(enabledMods.includes(runAfterAutogenMod) && enabledMods.includes(explodeAtPlu
pixel.following = true;
//console.log(`Human detected at (${nX},${nY})`)
//Infect/kill if a human is close enough
if(pyth(pX,pY,nX,nY) <= 1.5) { //approx. sqrt(2)
if(coordPyth(pX,pY,nX,nY) <= 1.5) { //approx. sqrt(2)
if(Math.random() < 1/3) { //One-third chance to mutilate (changePixel)
if(Math.random() < 1/3) { //One-third chance to change to blood
changePixel(newPixel,"zombie_blood",false); //blood is turned in place
@ -924,7 +1067,7 @@ if(enabledMods.includes(runAfterAutogenMod) && enabledMods.includes(explodeAtPlu
pixel.following = true;
//console.log(`Human detected at (${nX},${nY})`)
//Infect/kill if a human is close enough
if(pyth(pX,pY,nX,nY) <= 1.5) { //approx. sqrt(2)
if(coordPyth(pX,pY,nX,nY) <= 1.5) { //approx. sqrt(2)
if(Math.random() < 1/3) { //One-third chance to mutilate (changePixel)
if(Math.random() < 1/3) { //One-third chance to change to blood
changePixel(newPixel,"zombie_blood",false); //blood is turned in place
@ -1060,7 +1203,7 @@ if(enabledMods.includes(runAfterAutogenMod) && enabledMods.includes(explodeAtPlu
pixel.following = true;
//console.log(`Human detected at (${nX},${nY})`)
//Infect/kill if a human is close enough
if(pyth(pX,pY,nX,nY) <= 1.5) { //approx. sqrt(2)
if(coordPyth(pX,pY,nX,nY) <= 1.5) { //approx. sqrt(2)
if(Math.random() < 1/3) { //One-third chance to mutilate (changePixel)
if(Math.random() < 1/4) { //One-fourth chance to change to blood
changePixel(newPixel,"zombie_blood",false); //blood is turned in place
@ -1110,7 +1253,7 @@ if(enabledMods.includes(runAfterAutogenMod) && enabledMods.includes(explodeAtPlu
pixel.following = true;
//console.log(`Human detected at (${nX},${nY})`)
//Infect/kill if a human is close enough
if(pyth(pX,pY,nX,nY) <= 1.5) { //approx. sqrt(2)
if(coordPyth(pX,pY,nX,nY) <= 1.5) { //approx. sqrt(2)
if(Math.random() < 1/3) { //One-third chance to mutilate (changePixel)
if(Math.random() < 1/4) { //One-fourth chance to change to blood
changePixel(newPixel,"zombie_blood",false); //blood is turned in place
@ -1587,7 +1730,7 @@ if(enabledMods.includes(runAfterAutogenMod) && enabledMods.includes(explodeAtPlu
pixel.following = true;
//console.log(`Human detected at (${nX},${nY})`)
//Start "hissing" if a human is close enough
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"
if(coordPyth(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"
pixel.hissing = true;
if(!pixel.hissStart) {
pixel.hissStart = pixelTicks;
@ -1626,7 +1769,7 @@ if(enabledMods.includes(runAfterAutogenMod) && enabledMods.includes(explodeAtPlu
pixel.following = true;
//console.log(`Human detected at (${nX},${nY})`)
//Start "hissing" if a human is close enough
if(pyth(pX,pY,nX,nY) <= 3.15) {
if(coordPyth(pX,pY,nX,nY) <= 3.15) {
pixel.hissing = true;
if(!pixel.hissStart) {
pixel.hissStart = pixelTicks;
@ -1939,7 +2082,7 @@ if(enabledMods.includes(runAfterAutogenMod) && enabledMods.includes(explodeAtPlu
pixel.following = true;
//console.log(`Human detected at (${nX},${nY})`)
//Start "hissing" if a human is close enough
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"
if(coordPyth(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"
pixel.hissing = true;
if(!pixel.hissStart) {
pixel.hissStart = pixelTicks;
@ -1978,7 +2121,7 @@ if(enabledMods.includes(runAfterAutogenMod) && enabledMods.includes(explodeAtPlu
pixel.following = true;
//console.log(`Human detected at (${nX},${nY})`)
//Start "hissing" if a human is close enough
if(pyth(pX,pY,nX,nY) <= 3.15) {
if(coordPyth(pX,pY,nX,nY) <= 3.15) {
pixel.hissing = true;
if(!pixel.hissStart) {
pixel.hissStart = pixelTicks;
@ -2441,7 +2584,7 @@ if(enabledMods.includes(runAfterAutogenMod) && enabledMods.includes(explodeAtPlu
pixel.following = true;
//console.log(`Human detected at (${nX},${nY})`)
//Start "hissing" if a human is close enough
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"
if(coordPyth(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"
pixel.hissing = true;
if(!pixel.hissStart) {
pixel.hissStart = pixelTicks;
@ -2480,7 +2623,7 @@ if(enabledMods.includes(runAfterAutogenMod) && enabledMods.includes(explodeAtPlu
pixel.following = true;
//console.log(`Human detected at (${nX},${nY})`)
//Start "hissing" if a human is close enough
if(pyth(pX,pY,nX,nY) <= 3.15) {
if(coordPyth(pX,pY,nX,nY) <= 3.15) {
pixel.hissing = true;
if(!pixel.hissStart) {
pixel.hissStart = pixelTicks;
@ -2980,7 +3123,7 @@ if(enabledMods.includes(runAfterAutogenMod) && enabledMods.includes(explodeAtPlu
pixel.following = true;
//console.log(`Human detected at (${nX},${nY})`)
//Start "hissing" if a human is close enough
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"
if(coordPyth(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"
pixel.hissing = true;
if(!pixel.hissStart) {
pixel.hissStart = pixelTicks;
@ -3019,7 +3162,7 @@ if(enabledMods.includes(runAfterAutogenMod) && enabledMods.includes(explodeAtPlu
pixel.following = true;
//console.log(`Human detected at (${nX},${nY})`)
//Start "hissing" if a human is close enough
if(pyth(pX,pY,nX,nY) <= 3.15) {
if(coordPyth(pX,pY,nX,nY) <= 3.15) {
pixel.hissing = true;
if(!pixel.hissStart) {
pixel.hissStart = pixelTicks;
@ -3510,7 +3653,7 @@ if(enabledMods.includes(runAfterAutogenMod) && enabledMods.includes(explodeAtPlu
pixel.following = true;
//console.log(`Human detected at (${nX},${nY})`)
//Start "hissing" if a human is close enough
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"
if(coordPyth(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"
pixel.hissing = true;
if(!pixel.hissStart) {
pixel.hissStart = pixelTicks;
@ -3549,7 +3692,7 @@ if(enabledMods.includes(runAfterAutogenMod) && enabledMods.includes(explodeAtPlu
pixel.following = true;
//console.log(`Human detected at (${nX},${nY})`)
//Start "hissing" if a human is close enough
if(pyth(pX,pY,nX,nY) <= 3.15) {
if(coordPyth(pX,pY,nX,nY) <= 3.15) {
pixel.hissing = true;
if(!pixel.hissStart) {
pixel.hissStart = pixelTicks;
@ -3849,7 +3992,7 @@ if(enabledMods.includes(runAfterAutogenMod) && enabledMods.includes(explodeAtPlu
pixel.following = true;
//console.log(`Human detected at (${nX},${nY})`)
//Infect/kill if a human is close enough
if(pyth(pX,pY,nX,nY) <= 1.5) { //approx. sqrt(2)
if(coordPyth(pX,pY,nX,nY) <= 1.5) { //approx. sqrt(2)
if(Math.random() < 1/4) { //One-fourth chance to change to blood
changePixel(newPixel,"blood",false);
} else { //Remaining 3/4 chance to change to meat
@ -3895,7 +4038,7 @@ if(enabledMods.includes(runAfterAutogenMod) && enabledMods.includes(explodeAtPlu
pixel.following = true;
//console.log(`Human detected at (${nX},${nY})`)
//Infect/kill if a human is close enough
if(pyth(pX,pY,nX,nY) <= 1.5) { //approx. sqrt(2)
if(coordPyth(pX,pY,nX,nY) <= 1.5) { //approx. sqrt(2)
if(Math.random() < 1/4) { //One-fourth chance to change to blood
changePixel(newPixel,"blood",false);
} else { //Remaining 3/4 chance to change to meat
@ -4287,7 +4430,7 @@ if(enabledMods.includes(runAfterAutogenMod) && enabledMods.includes(explodeAtPlu
pixel.following = true;
//console.log(`Human detected at (${nX},${nY})`)
//Infect/kill if a human is close enough
if(pyth(pX,pY,nX,nY) <= 1.5) { //approx. sqrt(2)
if(coordPyth(pX,pY,nX,nY) <= 1.5) { //approx. sqrt(2)
if(Math.random() < 1/4) { //One-fourth chance to change to blood
changePixel(newPixel,"blood",false);
} else { //Remaining 3/4 chance to change to meat
@ -4393,7 +4536,7 @@ if(enabledMods.includes(runAfterAutogenMod) && enabledMods.includes(explodeAtPlu
pixel.following = true;
//console.log(`Human detected at (${nX},${nY})`)
//Infect/kill if a human is close enough
if(pyth(pX,pY,nX,nY) <= 1.5) { //approx. sqrt(2)
if(coordPyth(pX,pY,nX,nY) <= 1.5) { //approx. sqrt(2)
if(Math.random() < 1/4) { //One-fourth chance to change to blood
changePixel(newPixel,"blood",false);
} else { //Remaining 3/4 chance to change to meat
@ -4442,6 +4585,471 @@ if(enabledMods.includes(runAfterAutogenMod) && enabledMods.includes(explodeAtPlu
| |
+-----------------------------------+ */
/* +++++++++++++++++++++++++++
+ Start skeleton elements +
+++++++++++++++++++++++++++ */
arrowExcludedElements = ["wall"];
arrowPlacementExcludedElements = ["skeleton_head", "skeleton_body", "arrow", "wall"];
elements.rock.hardness = 0.55;
elements.arrow = {
cooldown: 2,
flippableX: true,
movable: true,
properties: {
flipY: false,
speed: 5,
fall: 0,
attached: false,
attachOffsets: [null, null],
penetrateCounter: 7,
},
density: 2471,
color: "#cacdcf",
related: ["skeleton_body","skeleton_head"],
movable: true,
burn: 20,
//burnInto: "flint",
burnInto: "rock",
burnTime: 250,
breakInto: ["gravel","gravel","sawdust","feather"],
tick: function(pixel) {
if(pixel.attachOffsets.includes(null)) {
pixel.attached = false;
};
if(pixel.attached) {
var attachCoords = [pixel.x+pixel.attachOffsets[0], pixel.y+pixel.attachOffsets[1]];
var attachX = pixel.x + pixel.attachOffsets[0];
var attachY = pixel.y + pixel.attachOffsets[1];
if(isEmpty(attachX,attachY,true)) {
pixel.attached = false;
} else {
var attachPixel = pixelMap[attachX][attachY];
var attachInfo = elements[attachPixel.element];
var attachState = "solid";
if(typeof(attachInfo.state) === "string") {
attachState = attachInfo.state;
};
var attachBlacklistStates = ["liquid","gas"];
if(attachBlacklistStates.includes(attachState)) {
pixel.attached = false;
};
};
} else { //Move if not attached
var speedForBreakMult = pythSpeed(pixel.speed,pixel.y);
var breakMult = speedForBreakMult/5;
if(typeof(pixel.flipX) == undefined) {
pixel.flipX = !!Math.floor(Math.random() * 2);
};
var dir = pixel.flipX ? -1 : 1;
if(Math.random() < (1/(pixel.speed**1.585))) { //1/0 is Infinity in JavaScript, so this should always be true at 0 speed)
pixel.fall++;
};
//Horizontal movement
for(i = 0; i < pixel.speed; i++) {
if(outOfBounds(pixel.x+dir,pixel.y)) {
deletePixel(pixel.x,pixel.y);
break;
};
if(!isEmpty(pixel.x+dir,pixel.y,true)) {
var otherPixel = pixelMap[pixel.x+dir][pixel.y];
var otherElement = otherPixel.element;
var otherInfo = elements[otherElement];
if(arrowExcludedElements.includes(otherElement)) {
pixel.attached = true; //attach
pixel.speed = 0;
pixel.fall = 0;
pixel.attachOffsets = [dir, 0];
break;
};
var otherDensity = (typeof(otherInfo.density) === "undefined" ? 1000 : otherInfo.density);
var swapChance = 1 - Math.max(0,(otherDensity / 2471));
if(Math.random() < swapChance && pixel.penetrateCounter > 0) {
swapPixels(pixel,otherPixel);
arrowAltTb(otherPixel,breakMult);
pixel.speed = Math.max(0,--pixel.speed);
pixel.penetrateCounter--;
} else {
if(!arrowAltTb(otherPixel,breakMult)) { //if this didn't break it
pixel.attached = true; //attach
pixel.speed = 0;
pixel.fall = 0;
pixel.attachOffsets = [dir, 0];
};
};
break;
} else {
tryMove(pixel,pixel.x+dir,pixel.y);
};
};
if(Math.random() < 0.1) {
pixel.speed = Math.max(0,--pixel.speed);
};
var dirY = 1;
//Vertical movement
if(typeof(pixel.flipY) !== "undefined") {
if(pixel.flipY) {
pixel.dirY = -1;
};
};
for(j = 0; j < pixel.fall; j++) {
if(outOfBounds(pixel.x,pixel.y+dirY)) {
deletePixel(pixel.x,pixel.y);
break;
};
if(!isEmpty(pixel.x,pixel.y+dirY,true)) {
var otherPixel = pixelMap[pixel.x][pixel.y+dirY];
var otherElement = otherPixel.element;
var otherInfo = elements[otherElement];
if(arrowExcludedElements.includes(otherElement)) {
pixel.attached = true; //attach
pixel.speed = 0;
pixel.fall = 0;
pixel.attachOffsets = [0, dirY];
break;
};
var otherDensity = (typeof(otherInfo.density) === "undefined" ? 1000 : otherInfo.density);
var swapChance = 1 - Math.max(0,(otherDensity / 2471));
if(Math.random() < swapChance && pixel.penetrateCounter > 0) {
swapPixels(pixel,otherPixel);
arrowAltTb(otherPixel,breakMult);
pixel.speed = Math.max(0,--pixel.speed);
pixel.penetrateCounter--;
} else {
if(!arrowAltTb(otherPixel,breakMult)) { //if this didn't break it
pixel.attached = true; //attach
pixel.speed = 0;
pixel.fall = 0;
pixel.attachOffsets = [0, dirY];
};
};
break;
} else {
tryMove(pixel,pixel.x,pixel.y+dirY);
};
};
//End
};
},
};
elements.skeleton = {
color: ["#ebebe6", "#cfcfc8"],
category: "life",
properties: {
dead: false,
dir: 1,
panic: 0,
following: false,
},
movable: true,
tick: function(pixel) {
if (isEmpty(pixel.x, pixel.y+1)) {
createPixel("skeleton_body", pixel.x, pixel.y+1);
pixel.element = "skeleton_head";
pixel.color = pixelColorPick(pixel)
}
else if (isEmpty(pixel.x, pixel.y-1)) {
createPixel("skeleton_head", pixel.x, pixel.y-1);
pixelMap[pixel.x][pixel.y-1].color = pixel.color;
pixel.element = "skeleton_body";
pixel.color = pixelColorPick(pixel)
}
else {
deletePixel(pixel.x, pixel.y);
}
},
related: ["skeleton_body","skeleton_head"],
desc: "<span class=\"skeletonStatus\">If this text is green or underlined, skeletons can spawn.</span> <span onclick=toggleSkeletonSpawning() style=\"color: #ff00ff;\";>Click here</span> to toggle skeleton spawning. If it's on, skeletons (all types) can spawn through random events."
};
elements.skeleton_body = {
color: "#ebebe6",
category: "life",
hidden: true,
density: 1500,
state: "solid",
conduct: 25,
tempHigh: 250,
stateHigh: "bone",
burn: 10,
burnTime: 250,
burnInto: ["bone","ash","arrow"],
hardness: 0.55,
breakInto: ["bone","bone","bone","bone_marrow"],
reactions: {
"cancer": { "elem1":"cancer", "chance":0.005 },
"radiation": { "elem1":["ash","meat","rotten_meat","cooked_meat"], "chance":0.4 },
"plague": { "elem1":"plague", "chance":0.05 },
},
properties: {
dead: false,
dir: 1,
panic: 0,
chargeCounter: 20,
shooting: false,
},
movable: true,
tick: function(pixel) {
if (tryMove(pixel, pixel.x, pixel.y+1)) { // Fall
if (!isEmpty(pixel.x, pixel.y-2, true)) { // Drag head down
var headPixel = pixelMap[pixel.x][pixel.y-2];
if (headPixel.element == "skeleton_head") {
if (isEmpty(pixel.x, pixel.y-1)) {
movePixel(pixelMap[pixel.x][pixel.y-2], pixel.x, pixel.y-1);
}
else {
swapPixels(pixelMap[pixel.x][pixel.y-2], pixelMap[pixel.x][pixel.y-1]);
}
}
}
}
doHeat(pixel);
doBurning(pixel);
doElectricity(pixel);
if (pixel.dead) {
// Turn into bone if pixelTicks-dead > 500
if (pixelTicks-pixel.dead > 200) {
changePixel(pixel,"bone");
}
return
}
// Find the head
if (!isEmpty(pixel.x, pixel.y-1, true) && pixelMap[pixel.x][pixel.y-1].element == "skeleton_head") {
var head = pixelMap[pixel.x][pixel.y-1];
if (head.dead) { // If head is dead, kill body
pixel.dead = head.dead;
}
}
else { var head = null }
if (isEmpty(pixel.x, pixel.y-1)) {
// create blood if decapitated 10% chance (bone marrow)
if (Math.random() < 0.1) {
createPixel("blood", pixel.x, pixel.y-1);
// set dead to true 15% chance
if (Math.random() < 0.15) {
pixel.dead = pixelTicks;
}
}
}
else if (head == null) { return }
else if (Math.random() < 0.1) { // Move 10% chance
var movesToTry = [
[1*pixel.dir,0],
[1*pixel.dir,-1],
];
// While movesToTry is not empty, tryMove(pixel, x, y) with a random move, then remove it. if tryMove returns true, break.
while (movesToTry.length > 0) {
var move = movesToTry.splice(Math.floor(Math.random() * movesToTry.length), 1)[0];
if (isEmpty(pixel.x+move[0], pixel.y+move[1]-1)) {
if (tryMove(pixel, pixel.x+move[0], pixel.y+move[1])) {
movePixel(head, head.x+move[0], head.y+move[1]);
break;
};
};
};
// 15% chance to change direction while not chasing a human
if(!head.following) {
if (Math.random() < 0.15) {
pixel.dir *= -1;
//console.log("*turns around cutely to face ${pixel.dir < 0 ? 'left' : 'right'}*");
};
}/* else {
//console.log("*chases cutely*");
};*/
};
if(pixel.shooting) {
if(pixel.chargeCounter <= 0) {
var bX = pixel.x + pixel.dir;
var bY = pixel.y - 1;
var arrowFlipX = null;
if(pixel.dir < 0) {
arrowFlipX = true;
} else if(pixel.dir > 0) {
arrowFlipX = false;
};
if(!outOfBounds(bX,bY)) {
if(isEmpty(bX,bY)) {
createPixel("arrow",bX,bY);
pixelMap[bX][bY].flipX = arrowFlipX;
} else {
if(!arrowExcludedElements.includes(pixelMap[bX][bY].element) && !arrowPlacementExcludedElements.includes(pixelMap[bX][bY].element)) {
deletePixel(bX,bY);
createPixel("arrow",bX,bY);
pixelMap[bX][bY].flipX = arrowFlipX;
};
};
};
pixel.chargeCounter = 20;
};
if(pixel.chargeCounter > 0) {
pixel.chargeCounter--;
};
};
},
};
elements.skeleton_head = {
color: ["#ebebe6", "#cfcfc8"],
category: "life",
hidden: true,
density: 1500,
state: "solid",
conduct: 25,
tempHigh: 250,
stateHigh: "bone",
burn: 10,
burnTime: 250,
burnInto: ["bone","ash","arrow"],
hardness: 0.55,
breakInto: ["bone","bone","bone","bone_marrow"],
reactions: {
"cancer": { "elem1":"cancer", "chance":0.005 },
"radiation": { "elem1":["ash","meat","rotten_meat","cooked_meat"], "chance":0.4 },
"plague": { "elem1":"plague", "chance":0.05 },
},
properties: {
dead: false,
dir: 1,
panic: 0,
},
movable: true,
tick: function(pixel) {
doHeat(pixel);
doBurning(pixel);
doElectricity(pixel);
if (pixel.dead) {
// Turn into bone if pixelTicks-dead > 500
if (pixelTicks-pixel.dead > 200) {
changePixel(pixel,"bone");
}
return
}
// Find the body
if (!isEmpty(pixel.x, pixel.y+1, true) && pixelMap[pixel.x][pixel.y+1].element == "skeleton_body") {
var body = pixelMap[pixel.x][pixel.y+1];
if (body.dead) { // If body is dead, kill head
pixel.dead = body.dead;
}
}
else { var body = null }
if(body) {
if(body.dir !== pixel.dir) { //hacky workaround: lock head dir to body dir
pixel.dir = body.dir;
};
};
if (isEmpty(pixel.x, pixel.y+1)) {
tryMove(pixel, pixel.x, pixel.y+1);
// create blood if severed 10% chance
if (isEmpty(pixel.x, pixel.y+1) && !pixel.dead && Math.random() < 0.1) {
createPixel("blood", pixel.x, pixel.y+1);
// set dead to true 15% chance
if (Math.random() < 0.15) {
pixel.dead = pixelTicks;
}
}
}
//start of most new code
var pX = pixel.x;
var pY = pixel.y;
//Human detection loop (looks ahead according to direction and sets the "following" variable to true, telling the body to lock the direction)
var directionAdverb = "left";
if(pixel.dir > 0) {
directionAdverb = "right";
};
//console.log(`Looking ${directionAdverb}`)
if(pixel.dir === -1) {
for(i = -4; i < 4+1; i++) {
var oY = i;
//console.log(`Starting row look at row ${pY+oY}`)
for(j = (-1); j > (-16 - 1); j--) {
var oX = j;
var nX = pX+oX;
var nY = pY+oY;
if(outOfBounds(nX,nY)) {
//console.log(`Stopping row look at pixel (${nX},${nY}) due to OoB`)
break;
};
if(isEmpty(nX,nY)) {
//console.log(`Skipping pixel (${nX},${nY}) (empty)`)
continue;
};
if(!isEmpty(nX,nY,true)) {
var newPixel = pixelMap[nX][nY];
var newElement = newPixel.element;
if(enemyHumanoidArray.includes(newElement)) {
//console.log(`Human part found at (${nX},${nY})`)
if(!newPixel.dead) {
pixel.following = true;
body.shooting = true;
};
} else {
//console.log(`Stopping row look at pixel (${nX},${nY}) due to non-human pixel in the way`)
break; //can't see through humans
};
};
};
};
} else if(pixel.dir === 1) {
for(i = -4; i < 4+1; i++) {
var oY = i;
//console.log(`Starting row look at row ${pY+oY}`)
for(j = 1; j < 16 + 1; j++) {
var oX = j;
var nX = pX+oX;
var nY = pY+oY;
if(outOfBounds(nX,nY)) {
//console.log(`Stopping row look at pixel (${nX},${nY}) due to OoB`)
break;
};
if(isEmpty(nX,nY)) {
//console.log(`Skipping pixel (${nX},${nY}) (empty)`)
continue;
};
if(!isEmpty(nX,nY,true)) {
var newPixel = pixelMap[nX][nY];
var newElement = newPixel.element;
if(enemyHumanoidArray.includes(newElement)) {
//console.log(`Human part found at (${nX},${nY})`)
if(!newPixel.dead) {
pixel.following = true;
body.shooting = true;
};
} else {
//console.log(`Stopping row look at pixel (${nX},${nY}) due to non-human pixel in the way`)
break;
};
};
};
};
};
if(Math.random() < 0.01) { //1% chance each tick to lose interest
pixel.following = false;
//console.log("Meh.");
};
},
};
/* -------------------------
- End skeleton elements -
------------------------- */
/* Creeper generation
___#___#___#___#___#___#___#___#___#___
__#___#___#___#___#___#___#___#___#___#
@ -4880,7 +5488,7 @@ if(enabledMods.includes(runAfterAutogenMod) && enabledMods.includes(explodeAtPlu
pixel.following = true;
//console.log(`Human detected at (${nX},${nY})`)
//Start "hissing" if a human is close enough
if(pyth(pX,pY,nX,nY) <= 3.15) { //probably misapplying the tolerance from the MC Wiki line: "Creepers will chase after any player, as long as it is within a 16 block (±5%) radius"
if(coordPyth(pX,pY,nX,nY) <= 3.15) { //probably misapplying the tolerance from the MC Wiki line: "Creepers will chase after any player, as long as it is within a 16 block (±5%) radius"
pixel.hissing = true;
if(!pixel.hissStart) {
pixel.hissStart = pixelTicks;
@ -4919,7 +5527,7 @@ if(enabledMods.includes(runAfterAutogenMod) && enabledMods.includes(explodeAtPlu
pixel.following = true;
//console.log(`Human detected at (${nX},${nY})`)
//Start "hissing" if a human is close enough
if(pyth(pX,pY,nX,nY) <= 3.15) {
if(coordPyth(pX,pY,nX,nY) <= 3.15) {
pixel.hissing = true;
if(!pixel.hissStart) {
pixel.hissStart = pixelTicks;