var modName = "mods/human_edit.js"; var onTryMoveIntoMod = "mods/onTryMoveInto.js"; function hasPixel(x,y,elementInput) { if(isEmpty(x,y,true)) { //if empty, it can't have a pixel return false; } else { if(elementInput.includes(",")) { //CSTA elementInput = elementInput.split(","); }; if(Array.isArray(elementInput)) { //if element list return elementInput.includes(pixelMap[x][y].element); } else { //if single element return pixelMap[x][y].element === elementInput; }; }; }; function breakPixel(pixel,changetemp=false,defaultBreakIntoDust=false) { var info = elements[pixel.element]; if(typeof(info.breakInto) === "undefined") { if(defaultBreakIntoDust) { if(Math.random() < defaultBreakIntoDust) { changePixel(pixel,"dust",changetemp) }; }; return defaultBreakIntoDust; }; var breakIntoElement = info.breakInto; if(Array.isArray(breakIntoElement)) { breakIntoElement = breakIntoElement[Math.floor(Math.random() * breakIntoElement.length)] }; changePixel(pixel,breakIntoElement,changetemp) return true; }; if(enabledMods.includes(onTryMoveIntoMod)) { elements.brain = { color: ["#fce3e3","#deb6c5","#f5ced5","#e87b8f"], behavior: [ "XX|XX|XX", "XX|CH:rotten_meat%1|XX", "M2|M1|M2", ], reactions: { "dirty_water": { "elem1":"rotten_meat", "chance":0.1 }, "fly": { "elem1":"rotten_meat", "chance":0.2 }, "dioxin": { "elem1":"rotten_meat", "elem2":null, "chance":0.1 }, "uranium": { "elem1":"rotten_meat", "chance":0.1 }, "cancer": { "elem1":"rotten_meat", "chance":0.1 }, "plague": { "elem1":"rotten_meat", "elem2":null, "chance":0.3 }, "ant": { "elem1":"rotten_meat", "chance":0.1 }, "worm": { "elem1":"rotten_meat", "chance":0.1 }, "rat": { "elem1":"rotten_meat", "chance":0.3 }, "mushroom_spore": { "elem1":"rotten_meat", "chance":0.1 }, "mushroom_stalk": { "elem1":"rotten_meat", "chance":0.1 }, "mercury": { "elem1":"rotten_meat", "elem2":null, "chance":0.2 }, "mercury_gas": { "elem1":"rotten_meat", "elem2":null, "chance":0.1 }, "virus": { "elem1":"rotten_meat", "chance":0.1 }, "poison": { "elem1":"rotten_meat", "elem2":null, "chance":0.5 }, "infection": { "elem1":"rotten_meat", "elem2":null, "chance":0.1 }, "ink": { "elem1":"rotten_meat", "elem2":null, "chance":0.1 }, "acid": { "elem1":"rotten_meat", "elem2":null, "chance":0.5 }, "acid_gas": { "elem1":"rotten_meat", "chance":0.4 }, "cyanide": { "elem1":"rotten_meat", "elem2":null, "chance":0.5 }, }, tempHigh: 100, stateHigh: "cooked_meat", tempLow: -18, stateLow: "frozen_meat", category:"life", hidden: true, breakInto: ["meat", "blood"], burn:10, burnTime:200, burnInto:["cooked_meat","steam","steam","salt"], state: "solid", density: 1081, conduct: 1, }; elements.cerebrospinal_fluid = { color: "#ced7db", behavior: behaviors.LIQUID, state: "liquid", tempHigh: 100, stateHigh: "steam", breakInto: "steam", reactions: JSON.parse(JSON.stringify(elements.water.reactions)), }; function validatePanic(pixel) { //console.log(`validatePanic: validatePanic called on pixel ${pixel.element} at (${pixel.x},${pixel.y}) with panic level ${pixel.panic || 0}`); if(pixel.element.endsWith("body")) { //console.log("validatePanic called on body pixel (panic is stored in the head)"); }; if(Number.isNaN(pixel.panic)) { //console.log("NaN case: panic set to 0"); pixel.panic = 0; }; //console.log(`Bounding code running from value of ${pixel.panic}`); pixel.panic = Math.max(0,Math.min(1,pixel.panic)); //console.log(`Validation result: Panic set to ${pixel.panic}`); }; goodPixels = { silver: { panicIncrease: 0.01, panicIncreaseChance: 0.1 }, gold: { panicIncrease: 0.02, panicIncreaseChance: 0.15 }, diamond: { panicIncrease: 0.03, panicIncreaseChance: 0.2 }, }; //effectively, the difference is that good pixels don't make the human flip direction (run away); badPixels = { rotten_meat: { panicIncrease: 0.02, panicIncreaseChance: 0.15 }, blood: { panicIncrease: 0.06, panicIncreaseChance: 0.2 }, brain: { panicIncrease: 0.1, panicIncreaseChance: 0.3 }, fire: { panicIncrease: 0.1, panicIncreaseChance: 0.1 }, poison: { panicIncrease: 0.2, panicIncreaseChance: 0.05 }, grenade: { panicIncrease: 0.2, panicIncreaseChance: 0.4 }, bomb: { panicIncrease: 0.2, panicIncreaseChance: 0.4 }, tnt: { panicIncrease: 0.2, panicIncreaseChance: 0.4 }, dynamite: { panicIncrease: 0.2, panicIncreaseChance: 0.4 }, anti_bomb: { panicIncrease: 0.2, panicIncreaseChance: 0.4 }, cluster_bomb: { panicIncrease: 0.2, panicIncreaseChance: 0.4 }, landmine: { panicIncrease: 0.25, panicIncreaseChance: 0.1 }, fireball: { panicIncrease: 0.25, panicIncreaseChance: 0.45 }, magma: { panicIncrease: 0.3, panicIncreaseChance: 0.2 }, plasma: { panicIncrease: 0.3, panicIncreaseChance: 0.2 }, nuke: { panicIncrease: 1, panicIncreaseChance: 1 }, //insta-panic cluster_nuke: { panicIncrease: 1, panicIncreaseChance: 1 }, //insta-panic }; //testing otherPixels = ["head","body"]; //do custom code here var initialTransparencyArray = ["glass","water","salt_water","sugar_water","steam","oxygen","nitrogen","neon","methane","propane","anesthesia","ammonia","carbon_dioxide","helium","hydrogen","ozone","radiation","pool_water"]; for(transparentElementIndex = 0; transparentElementIndex < initialTransparencyArray.length; transparentElementIndex++) { var transparentElement = initialTransparencyArray[i]; if(typeof(elements[transparentElement]) !== "undefined") { elements[transparentElement].transparent = true; }; }; elements.body.properties = { dead: false, dir: 1, }; elements.body.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 == "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 rotten_meat if pixelTicks-dead > 500 if (pixelTicks-pixel.dead > 200) { changePixel(pixel,"rotten_meat"); } return } // Find the head if (!isEmpty(pixel.x, pixel.y-1, true) && pixelMap[pixel.x][pixel.y-1].element == "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 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; } } } if (head == null) { return }; if (Math.random() < (0.1 + head.panic)) { // Move 10% chance, varying depending on panic value 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 if(!head.dirLocked) { if (Math.random() < 0.15) { pixel.dir *= -1; //console.log("*turns around cutely to face ${pixel.dir < 0 ? 'left' : 'right'}*"); }; }; }; var pX = pixel.x; var pY = pixel.y; }; elements.body.onTryMoveInto = function(pixel,otherPixel) { var pX = pixel.x; var pY = pixel.y; if(!pixel.dead && hasPixel(pX,pY-1,"head")) { //if this body pixel is alive and has a head var head = pixelMap[pX][pY-1]; var otherElement = otherPixel.element; var oX = otherPixel.x; var oY = otherPixel.y; if(oY !== (pY - 1)) { //exclude the head above this body if(otherElement === "head") { //if the pixel hitting this body is a head if(hasPixel(oX,oY+1,"body")) { //if the pixel hitting this pixel has a body under it var otherBody = pixelMap[oX][oY+1]; if(otherPixel.dead || otherBody.dead) { //if either part of that human is dead head.panic += 0.08; //being hit by a dead ******* body is terrifying } else { if(otherPixel.panic > 0.04) { head.panic += 0.04 }; //living, normal, bodied heads scare only if that incoming human is already scared }; } else { //if it's a severed head if(otherPixel.dead) { //if the head is dead head.panic += 0.08; //being hit by a /severed ******* head/ is terrifying } else { head.panic += 0.1; //being hit by a //******* severed head that's still alive// is even worse }; }; } else if(otherElement === "body") { //if the pixel hitting this body is a body if(hasPixel(oX,oY-1,"head")) { //if the pixel hitting this pixel has a head on it var otherHead = pixelMap[oX][oY-1]; if(otherPixel.dead || otherHead.dead) { //if either part of that human is dead head.panic += 0.06; //dead whole body case } else { if(otherHead.panic > 0.04) { head.panic += 0.04 }; //living, normal, bodied heads scare only if that incoming human is already scared }; } else { //severed body case if(otherPixel.dead) { //if the body is dead head.panic += 0.08; //imagine being hit by a severed human without the head } else { head.panic += 0.1; //imagine the above but the heart is still beating }; }; }; }; }; }; elements.head.properties = { dead: false, dirLocked: false, panic: 0, }; elements.head.tick = function(pixel) { //debugging: display panic through color and temp /*pixel.temp = (pixel.panic * 100); var spookyColor = Math.min(pixel.panic,1) * 255; var spookyColor2 = 255 - Math.max(pixel.panic-1, 0); pixel.color = `rgb(${spookyColor},${spookyColor2},0)`;*/ doHeat(pixel); doBurning(pixel); doElectricity(pixel); if (pixel.dead) { // Turn into rotten_meat if pixelTicks-dead > 500 if (pixelTicks-pixel.dead > 200) { changePixel(pixel,"rotten_meat"); return } } // Find the body if (!isEmpty(pixel.x, pixel.y+1, true) && pixelMap[pixel.x][pixel.y+1].element == "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 (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; } } } if((pixelTicks-pixel.start) % 5 === 0) { //Vision loop var pX = pixel.x; var pY = pixel.y; 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(Object.keys(goodPixels).includes(newElement)) { //no dir flip if(Math.random() > goodPixels[newElement].panicIncreaseChance) { pixel.panic += goodPixels[newElement].panicIncrease; }; pixel.dirLocked = true; } else if(Object.keys(badPixels).includes(newElement)) { body.dir = 1; //flip dir if(Math.random() > badPixels[newElement].panicIncreaseChance) { pixel.panic += badPixels[newElement].panicIncrease; }; pixel.dirLocked = true; }; //good and bad should be mutually exclusive; good will be evaulated first because one inevitably has to be considered first if(otherPixels.includes(newElement)) { //specific custom code if(newElement === "head") { if(hasPixel(nX,nY+1,"body")) { var newBody = pixelMap[nX][nY+1]; if(newPixel.dead || newBody.dead) { pixel.panic += 0.02; //if it's seeing a whole human, it's likely to see the dead head and the dead body, thus double-executing //it would be nice if there was a way to avoid double/multiple detection of the same human if(hasPixel(pX,pY+1,"body")) { //mix error-proofing var body = pixelMap[pX][pY+1]; body.dir = 1; //run away }; } else { if(newPixel.panic > 0.04) { if(newPixel.panic > 0.8) { pixel.panic += 0.015; //it will add up } else if(newPixel.panic > 0.6) { pixel.panic += 0.012; } else if(newPixel.panic > 0.4) { pixel.panic += 0.009; } else if(newPixel.panic > 0.2) { pixel.panic += 0.006; } else { pixel.panic += 0.003; }; }; }; } else { //severed head newPixel.dead ? pixel.panic += 0.03 : pixel.panic += 0.04; if(hasPixel(pX,pY+1,"body")) { var body = pixelMap[pX][pY+1]; body.dir = 1; //run away }; }; } else if(newElement === "body") { if(hasPixel(nX,nY-1,"head")) { var newHead = pixelMap[nX][nY-1]; if(newPixel.dead || newHead.dead) { pixel.panic += 0.02; if(hasPixel(pX,pY+1,"body")) { var body = pixelMap[pX][pY+1]; body.dir = 1; //run away }; } else { if(newHead.panic > 0.04) { if(newHead.panic > 0.8) { pixel.panic += 0.014; //it will add up } else if(newHead.panic > 0.6) { pixel.panic += 0.011; } else if(newHead.panic > 0.4) { pixel.panic += 0.008; } else if(newHead.panic > 0.2) { pixel.panic += 0.005; } else { pixel.panic += 0.002; }; }; }; } else { //severed body newPixel.dead ? pixel.panic += 0.025 : pixel.panic += 0.035; if(hasPixel(pX,pY+1,"body")) { //mix error-proofing var body = pixelMap[pX][pY+1]; body.dir = 1; //run away }; }; }; }; //code outside of those three if blocks will be applied to pixels of all elements if(!elements[newElement].transparent) { 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(Object.keys(goodPixels).includes(newElement)) { //no dir flip if(Math.random() > goodPixels[newElement].panicIncreaseChance) { pixel.panic += goodPixels[newElement].panicIncrease; }; pixel.dirLocked = true; } else if(Object.keys(badPixels).includes(newElement)) { if(hasPixel(pX,pY+1,"body")) { var body = pixelMap[pX][pY+1]; body.dir = -1; //run away }; if(Math.random() > badPixels[newElement].panicIncreaseChance) { pixel.panic += badPixels[newElement].panicIncrease; }; pixel.dirLocked = true; }; //good and bad should be mutually exclusive; good will be evaulated first because one inevitably has to be considered first if(otherPixels.includes(newElement)) { if(newElement === "head") { if(hasPixel(nX,nY+1,"body")) { var newBody = pixelMap[nX][nY+1]; if(newPixel.dead || newBody.dead) { pixel.panic += 0.02; //if it's seeing a whole human, it's likely to see the dead head and the dead body, thus double-executing //it would be nice if there was a way to avoid double/multiple detection of the same human if(hasPixel(pX,pY+1,"body")) { var body = pixelMap[pX][pY+1]; body.dir = -1; //run away }; } else { if(newPixel.panic > 0.04) { if(newPixel.panic > 0.8) { pixel.panic += 0.015; //it will add up } else if(newPixel.panic > 0.6) { pixel.panic += 0.012; } else if(newPixel.panic > 0.4) { pixel.panic += 0.009; } else if(newPixel.panic > 0.2) { pixel.panic += 0.006; } else { pixel.panic += 0.003; }; }; }; } else { //severed head newPixel.dead ? pixel.panic += 0.03 : pixel.panic += 0.04; if(hasPixel(pX,pY+1,"body")) { var body = pixelMap[pX][pY+1]; body.dir = -1; //run away }; }; } else if(newElement === "body") { if(hasPixel(nX,nY-1,"head")) { var newHead = pixelMap[nX][nY-1]; if(newPixel.dead || newHead.dead) { pixel.panic += 0.02; if(hasPixel(pX,pY+1,"body")) { var body = pixelMap[pX][pY+1]; body.dir = -1; //run away }; } else { if(newHead.panic > 0.04) { if(newHead.panic > 0.8) { pixel.panic += 0.014; //it will add up } else if(newHead.panic > 0.6) { pixel.panic += 0.011; } else if(newHead.panic > 0.4) { pixel.panic += 0.008; } else if(newHead.panic > 0.2) { pixel.panic += 0.005; } else { pixel.panic += 0.002; }; }; }; } else { //severed body newPixel.dead ? pixel.panic += 0.025 : pixel.panic += 0.035; if(hasPixel(pX,pY+1,"body")) { var body = pixelMap[pX][pY+1]; body.dir = -1; //run away }; }; }; }; //code outside of those three if blocks will be applied to pixels of all elements if(!elements[newElement].transparent) { break; //can't see through humans }; }; }; }; }; }; validatePanic(pixel); if(Math.random() < 0.01) { //1% chance each tick to lose interest pixel.dirLocked = false; //console.log("Meh."); }; if(Math.random() < 0.02) { //2% chance each tick to decrease panic //console.log("Decreasing panic"); pixel.panic < 0.05 ? pixel.panic = 0 : pixel.panic -= 0.05; }; }; elements.head.breakInto = ["bone","brain","brain","cerebrospinal_fluid","blood","blood","meat"]; elements.head.onTryMoveInto = function(pixel,otherPixel) { var pX = pixel.x; var pY = pixel.y; if(!pixel.dead) { var otherElement = otherPixel.element; var oX = otherPixel.x; var oY = otherPixel.y; if(oY !== (pY + 1)) { //exclude the body under this head if(otherElement === "head") { //if the pixel hitting this head is also a head //console.log("head.onTryMoveInto: Head has tried to move into head"); if(hasPixel(oX,oY+1,"body")) { //if the pixel hitting this pixel has a body under it var otherBody = pixelMap[oX][oY+1]; if(otherPixel.dead || otherBody.dead) { //if either part of that human is dead pixel.panic += 0.08; //being hit by a dead ******* body is terrifying //console.log("head.onTryMoveInto: panic increase, case: head hit by dead whole body (head's code branch)"); } else { if(otherPixel.panic > 0.04) { pixel.panic += 0.04; console.log("head.onTryMoveInto: panic increase, case: head hit by panicked whole body (head's code branch)"); }; //living, normal, headed bodies scare only if that incoming human is already scared }; } else { //if it's a severed head if(otherPixel.dead) { //if the head is dead pixel.panic += 0.08; //being hit by a /severed ******* head/ is terrifying //console.log("head.onTryMoveInto: panic increase, case: head hit by dead severed head"); } else { pixel.panic += 0.1; //being hit by a //******* severed head that's still alive// is even worse //console.log("head.onTryMoveInto: panic increase, case: head hit by living severed head"); }; }; } else if(otherElement === "body") { //if the pixel hitting this head is a body if(hasPixel(oX,oY-1,"head")) { //if the body hitting this pixel has a head on it var otherHead = pixelMap[oX][oY-1]; if(otherPixel.dead || otherHead.dead) { //if either part of that human is dead pixel.panic += 0.06; //dead whole body case //console.log("head.onTryMoveInto: panic increase, case: head hit by dead whole body (body's code branch)"); } else { if(otherHead.panic > 0.04) { pixel.panic += 0.06; //console.log("head.onTryMoveInto: panic increase, case: head crushed by panicked whole body (body's code branch)"); } else { pixel.panic += 0.04; //console.log("head.onTryMoveInto: panic increase, case: head crushed by whole body (body's code branch)"); }; }; } else { //severed body case if(otherPixel.dead) { //if the body is dead pixel.panic += 0.08; //imagine being hit by a severed human without the head //console.log("head.onTryMoveInto: panic increase, case: head hit by dead severed body"); } else { pixel.panic += 0.1; //imagine the above but the heart is still beating //console.log("head.onTryMoveInto: panic increase, case: head hit by living severed body"); }; }; } else { if(oX === pX && oY === pY-1) { var otherInfo = elements[otherElement]; var otherState; typeof(otherInfo.state) === "undefined" ? otherState = null : otherState = otherInfo.state; var otherDensity = typeof(otherInfo.density) === "undefined" ? otherDensity = null : otherDensity = otherInfo.density; if(otherState === "solid") { if(otherDensity > 5000) { var chance = (0.1 + (otherDensity/50000)) / 5; if(Math.random() < chance) { breakPixel(pixel); }; } else if(otherDensity >= 500) { pixel.panic += (0.01 * (otherDensity / 500)); } else if(otherDensity >= 100) { pixel.panic += (0.001 * (otherDensity / 100)); }; }; }; }; }; }; }; //Worldgen preset for testing worldgentypes.basalt_dirt = { layers: [ [0, "basalt", 0.05], [0, "dirt"] ] }; } else { alert(`The ${onTryMoveIntoMod} mod is required and has been automatically inserted (reload for this to take effect).`) enabledMods.splice(enabledMods.indexOf(modName),0,onTryMoveIntoMod) localStorage.setItem("enabledMods", JSON.stringify(enabledMods)); };