var modName = "mods/random_liquids.js"; var libraryMod = "mods/code_library.js"; dependOn("code_library.js", function(){ if(urlParams.get('liquidAmount') != null) { //null check liquidAmount = urlParams.get('liquidAmount') if(isNaN(liquidAmount) || liquidAmount === "" || liquidAmount === null) { //NaN check liquidAmount = 10 } liquidAmount = parseInt(liquidAmount) if(liquidAmount > 10000) { alert("Maximum amount of liquids is 10000.\nOnly 10000 liquids were added.") } else if(liquidAmount < 1) { alert("Minimum amount of liquids is 1.\n1 liquid was added.") } liquidAmount = Math.min(10000,Math.max(liquidAmount,1)) } else { liquidAmount = 10 } if(urlParams.get('makeLiquidString') !== null) { //if the variable exists at all makeLiquidString = true } else { //if it doesn't (and it returns null) makeLiquidString = false } //arbitrarily picked const initialArrayL = ["m","n","p","t","ch","k","b","d","j","g","f","th","s","sh","h","l","r","y","w","z","sp","st","sk","sl","spl","stl","skl","sr","spr","str","skr","sl","fl","fr","pl","pr","tl","tr","kl","kr","shr","fl","fr","thr"] //:eggTF: const vowelArrayL = ["a","e","i","o","u","ay","ee","ie","oa","ew","oo","oi","ow"] //:eggTF: const medialArrayL = ["m","n","p","t","k","b","d","g","f","th","s","sh","h","l","r","y","z","sp","st","sk","sl","spl","stl","skl","sr","spr","str","skr","sl","fl","fr","pl","pr","tl","tr","kl","kr","shr","fl","fr","thr"] //:eggTF: const finalArrayL = ["m","n","p","t","k","b","d","g","f","th","s","sh","l","r","y","z","sp","st","sk","sl","spl","stl","skl","sr","spr","str","skr","pl","pr","tl","tr","bl","vr"] //:eggTF: function generateName() { //these are picked arbitrarily //console.log("getting random type") var randomInt1 = randomIntegerFromZeroToValue(6) //console.log("generating type " + randomInt1) if(randomInt1 == 0) { var randomName = randomChoice(initialArrayL) + randomChoice(vowelArrayL) + randomChoice(finalArrayL) //console.log("generated T" + randomInt1 + " name") } else if(randomInt1 == 1) { var randomName = randomChoice(initialArrayL) + randomChoice(vowelArrayL) + randomChoice(medialArrayL) + randomChoice(vowelArrayL) + randomChoice(finalArrayL) //console.log("generated T" + randomInt1 + " name") } else if(randomInt1 == 2) { var randomName = randomChoice(initialArrayL) + randomChoice(vowelArrayL) + randomChoice(finalArrayL) + "e" //console.log("generated T" + randomInt1 + " name") } else if(randomInt1 == 3) { var randomName = randomChoice(initialArrayL) + randomChoice(vowelArrayL) + randomChoice(medialArrayL) + randomChoice(vowelArrayL) + randomChoice(medialArrayL) + randomChoice(finalArrayL) //console.log("generated T" + randomInt1 + " name") } else if(randomInt1 == 4) { var randomName = randomChoice(vowelArrayL) + randomChoice(initialArrayL) + randomChoice(vowelArrayL) + randomChoice(finalArrayL) //console.log("generated T" + randomInt1 + " name") } else if(randomInt1 == 5) { var randomName = randomChoice(initialArrayL) + randomChoice(vowelArrayL) + randomChoice(medialArrayL) + randomChoice(vowelArrayL) + randomChoice(medialArrayL) + randomChoice(vowelArrayL) //console.log("generated T" + randomInt1 + " name") } else if(randomInt1 == 6) { var randomName = randomChoice(initialArrayL) + randomChoice(vowelArrayL) + randomChoice(medialArrayL) + randomChoice(vowelArrayL) //console.log("generated T" + randomInt1 + " name") } else { var randomName = randomArrayChoice(vowelArrayL) + randomArrayChoice(medialArrayL) + randomArrayChoice(vowelArrayL) + randomArrayChoice(finalArrayL) //console.log("warning: type was above 6 somehow") } //console.log(randomName) return randomName } const whiteColor = {r: 255, g: 255, b: 255} const blackColor = {r: 0, g: 0, b: 0} function generateColors() { var randomR = randomIntegerFromZeroToValue(255) var randomG = randomIntegerFromZeroToValue(255) var randomB = randomIntegerFromZeroToValue(255) var randomColor = {r: randomR, g: randomG, b: randomB} var newLiquidColor = averageColorObjects(whiteColor,randomColor,weight1=0.1) var newSolidColor = averageColorObjects(whiteColor,randomColor,weight1=0.4) var newGasColor = averageColorObjects(whiteColor,randomColor,weight1=0.7) var newLiquidColor = rgbToHex(newLiquidColor) var newSolidColor = rgbToHex(newSolidColor) var newGasColor = rgbToHex(newGasColor) return [newLiquidColor, newSolidColor, newGasColor] } function _generateAveragedRandoms() { return averageNumericArray([Math.random(),Math.random(),Math.random()]) } function avgRndToMult() { return 1 + (0.55 - _generateAveragedRandoms()) } if(makeLiquidString == true) { liquidString = "" } for(i = 0; i < liquidAmount; i++) { var name = generateName(); var meltingAdjustment = avgRndToMult(); var densityAdjustment = avgRndToMult(); var hardnessAdjustment = avgRndToMult(); var conductivity = Math.random() ** 1.8; var conductivityEnabled = Math.random(); var conducts = null; conductivityEnabled < 1/3 ? conducts = true : conducts = false; var burn = (Math.random() ** 2) * 100; var burnTime = 10 ** ((0.5 + Math.random()) ** 3); var burningEnabled = Math.random(); var burns = null; burningEnabled < 1/3 ? burns = true : burns = false; var colors = generateColors(); var viscosity = (1 + Math.random()) ** 10; var solidDensityMultiplier = 1+(Math.abs(1-avgRndToMult())); var solidDensityRelationRandomizer = Math.random(); var solidIsLessDense = null; var solidDensity = null; solidDensityRelationRandomizer < 0.1 ? solidIsLessDense = true : solidIsLessDense = false; solidIsLessDense == true ? solidDensity = (1000 / solidDensityMultiplier) * densityAdjustment : solidDensity = (1000 * solidDensityMultiplier) * densityAdjustment; var freezingPoint = (273 * (meltingAdjustment ** 10)) - 273; var boilingPoint = freezingPoint + Math.abs((273 * (avgRndToMult() ** 9)) - 273); var gasDensity = 0.00143 * avgRndToMult() * 1000 * densityAdjustment; if(typeof(elements[name]) != "undefined") { name = name + randomChoice(vowelArrayL) + randomChoice(finalArrayL); }; liquidConductivityAdjust = 0.5 * Math.sqrt(avgRndToMult()); elements[name] = { name: name, color: colors[0], behavior: behaviors.LIQUID, tempLow: freezingPoint, temp: freezingPoint + 20, tempHigh: boilingPoint, stateLow: `${name}_ice`, stateHigh: `${name}_gas`, category: "random liquids", state: "liquid", density: 1000 * densityAdjustment, //conduct: goes here //burn and burnTime go here hardness: 0.3 * hardnessAdjustment, viscosity: viscosity, breakInto: `${name}_gas`, }; elements[`${name}_ice`] = { name: `${name} ice`, color: colors[1], behavior: behaviors.WALL, tempHigh: freezingPoint, temp: freezingPoint - 20, stateHigh: name, category: "random solids", state: "solid", density: solidDensity, //conduct: goes here //burn and burnTime go here hardness: 0.6 * hardnessAdjustment, breakInto: name, }; elements[`${name}_gas`] = { name: `${name} gas`, color: colors[2], behavior: behaviors.GAS, tempLow: boilingPoint, temp: boilingPoint + 20, stateLow: name, category: "random gases", state: "gas", density: gasDensity, //burn and burnTime go here hardness: 1, }; if(burns == true) { elements[name].burn = burn elements[name].burnTime = burnTime elements[`${name}_ice`].burn = burn elements[`${name}_ice`].burnTime = burnTime elements[`${name}_gas`].burn = burn elements[`${name}_gas`].burnTime = burnTime } if(conducts == true) { elements[name].conduct = conductivity * liquidConductivityAdjust elements[`${name}_ice`].conduct = conductivity } if(makeLiquidString == true) { //Append moddable code for the liquid state to liquidString liquidString = liquidString + `elements.${name} = {\n name: \"${name}\",\n color: \"${colors[0]}\",\n behavior: behaviors.LIQUID,\n tempLow: ${freezingPoint},\n temp: ${freezingPoint + 20},\n tempHigh: ${boilingPoint},\n stateLow: \"${name}_ice\",\n stateHigh: \"${name}_gas\",\n category: \"random liquids\",\n state: \"liquid\",\n density: ${1000 * densityAdjustment},\n ` if(conducts == true) { liquidString = liquidString + `conduct: ${conductivity * liquidConductivityAdjust},\n ` } if(burns == true) { liquidString = liquidString + `burn: ${burn},\n burnTime: ${burnTime},\n ` } liquidString = liquidString + `hardness: ${0.3 * hardnessAdjustment},\n viscosity: ${viscosity},\n breakInto: \"${name}_gas\",\n};\n\n` //Append moddable code for the solid state to liquidString liquidString = liquidString + `elements.${name}_ice = {\n name: \"${name} ice\",\n color: \"${colors[1]}\",\n behavior: behaviors.WALL,\n tempHigh: ${freezingPoint},\n temp: ${freezingPoint - 20},\n stateHigh: \"${name}\",\n category: \"random solids\",\n state: \"solid\",\n density: ${solidDensity},\n ` if(conducts == true) { liquidString = liquidString + `conduct: ${conductivity},\n ` } if(burns == true) { liquidString = liquidString + `burn: ${burn},\n burnTime: ${burnTime},\n ` } liquidString = liquidString + `hardness: ${0.6 * hardnessAdjustment},\n breakInto: \"${name}\",\n};\n\n` //Append moddable code for the gaseous state to liquidString liquidString = liquidString + `elements.${name}_gas = {\n name: \"${name} gas\",\n color: \"${colors[2]}\",\n behavior: behaviors.GAS,\n tempLow: ${boilingPoint},\n temp: ${boilingPoint + 20},\n stateLow: \"${name}\",\n category: \"random gases\",\n state: \"solid\",\n density: ${gasDensity},\n ` if(burns == true) { liquidString = liquidString + `burn: ${burn},\n burnTime: ${burnTime},\n ` } liquidString = liquidString + `hardness: 1,\n};\n\n` } } if(makeLiquidString == true) { console.log(`Liquids added to liquidString (length ${liquidString.length})`) } }, true);