408 lines
15 KiB
JavaScript
408 lines
15 KiB
JavaScript
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// Created by Rain :o 19/11 2024
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elements.car = {
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color: ["#ee70aa", "#ab33ef", "#5e6eee"],
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category: "special",
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density: 10000,
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state: "solid",
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tempHigh: 400,
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stateHigh: ["steel", "molten_plastic", "glass"],
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breakInto: ["steel", "plastic", "glass_shard"],
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reactions: {
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"water": { elem1: "rust", chance: 0.003 },
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"dirty_water": { elem1: "rust", chance: 0.003 },
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"salt_water": { elem1: "rust", chance: 0.006 },
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"grape": { elem2: "juice", chance: 0.1, color2: "#291824" },
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"tomato": { elem2: "sauce", chance: 0.1 },
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"egg": { elem2: "yolk", chance: 0.1 },
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"malware": {elem1: "explosion"},
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},
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flippableX: true,
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tick: function (pixel) {
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if (pixel.carFlip === undefined) {
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pixel.carFlip = 1; //it's the "pixel." that gives the variable to each car instance, very important :)
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}
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tryMove(pixel, pixel.x, pixel.y + 1); //try to move down (fall)
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if (!isEmpty(pixel.x, pixel.y + 1)) { //if it didn't work (if the car is on the ground):
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if (isEmpty(pixel.x + pixel.carFlip, pixel.y + 1)) {
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tryMove(pixel, pixel.x + pixel.carFlip, pixel.y + 1); // move diagonally down to avoid falling when going downhill
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}
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else if (isEmpty(pixel.x + pixel.carFlip, pixel.y)) {
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tryMove(pixel, pixel.x + pixel.carFlip, pixel.y); //move to the side (which side is derived from current carFlip state)
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} else if (isEmpty(pixel.x + pixel.carFlip, pixel.y - 1)) {
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tryMove(pixel, pixel.x + pixel.carFlip, pixel.y - 1); //move diagonally up the hill
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} else { //if no movement possible (like when hitting a wall):
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pixel.carFlip = pixel.carFlip * -1; // Update carFlip for this car instance
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}
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doDefaults(pixel);
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}
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},
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};
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elements.tram = {
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color: "#93E493",
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conduct: 1,
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category: "special",
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density: 10000,
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state: "solid",
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tempHigh: 400,
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stateHigh: ["molten_aluminum", "molten_plastic", "glass"],
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breakInto: ["aluminum", "plastic", "glass_shard"],
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desc: "Powered by electricity. Can hang on conductive materials for suspension railway and can transport people",
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reactions: {
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"malware": { elem2: "electric" },
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},
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tick: function (pixel) {
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if (pixel.tramFlip === undefined) {
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pixel.tramFlip = 1; //tramFlip works like carFlip for the car
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}
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if (pixel.hasPixel === undefined) {
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pixel.hasPixel = 0;
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}
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doDefaults(pixel)
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if (pixel.charge > 0) { //only if powered by electricity
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if (isEmpty(pixel.x + 1 * pixel.tramFlip, pixel.y - 1) && !isEmpty(pixel.x + 1 * pixel.tramFlip, pixel.y - 2)) {
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var diUpPixel = pixelMap[pixel.x + 1 * pixel.tramFlip][pixel.y - 2] //establishes the variable. Must be down here because it would crash if there is no diUpPixel
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if (elements[diUpPixel.element].conduct && diUpPixel.element !== "tram") { //^ is also the reason this is a seperate if statement
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tryMove(pixel, pixel.x + 1 * pixel.tramFlip, pixel.y - 1); //move diagonally upwards if there is support
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}
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else {
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flip()
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}
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}
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else if (isEmpty(pixel.x + 1 * pixel.tramFlip, pixel.y) && !isEmpty(pixel.x + 1 * pixel.tramFlip, pixel.y - 1)) {
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var sidePixel = pixelMap[pixel.x + 1 * pixel.tramFlip][pixel.y - 1]
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if (elements[sidePixel.element].conduct && sidePixel.element !== "tram") {
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tryMove(pixel, pixel.x + 1 * pixel.tramFlip, pixel.y); //move to the side if there is support
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}
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else {
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flip()
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}
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}
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else if (isEmpty(pixel.x + 1 * pixel.tramFlip, pixel.y + 1) && !isEmpty(pixel.x + 1 * pixel.tramFlip, pixel.y)) {
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var diDownPixel = pixelMap[pixel.x + 1 * pixel.tramFlip][pixel.y]
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if (elements[diDownPixel.element].conduct && diDownPixel.element !== "tram") {
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tryMove(pixel, pixel.x + 1 * pixel.tramFlip, pixel.y + 1); //move diagonally downwards if there is support
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}
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else {
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flip()
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}
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}
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else if (isEmpty(pixel.x + 1 * pixel.tramFlip, pixel.y + 1) && isEmpty(pixel.x + 1 * pixel.tramFlip, pixel.y)) {
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tryMove(pixel, pixel.x + 1 * pixel.tramFlip, pixel.y + 1); //move diagonally downwards if there isn't support
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}
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else if (isEmpty(pixel.x + 1 * pixel.tramFlip, pixel.y) && isEmpty(pixel.x + 1 * pixel.tramFlip, pixel.y - 1)) {
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tryMove(pixel, pixel.x + 1 * pixel.tramFlip, pixel.y); //move to the side if there isn't support
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}
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else if (isEmpty(pixel.x + 1 * pixel.tramFlip, pixel.y - 1) && isEmpty(pixel.x + 1 * pixel.tramFlip, pixel.y - 2)) {
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tryMove(pixel, pixel.x + 1 * pixel.tramFlip, pixel.y - 1); //move diagonally upwards if there isn't support (uphill)
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}
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else {
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flip()
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}
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}
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else { //if not powered
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if (!isEmpty(pixel.x, pixel.y - 1)) {
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let upPixel = pixelMap[pixel.x][pixel.y - 1] //looks at the properties of the pixel above
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if (elements[upPixel.element].conduct > 0.1 && upPixel.element !== "tram") { //if the pixel above is conductive but not tram
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return //nothing happens ie it doesn't fall
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}
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}
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tryMove(pixel, pixel.x, pixel.y + 1); //it falls down (same as above)
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}
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function flip() {
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pixel.tramFlip = pixel.tramFlip * -1; // changes movement direction
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if (pixel.hasPixel == 1) {
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validSpots = [];
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for (let dx = -1; dx <= 1; dx++) {
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for (let dy = -3; dy <= 1; dy++) {
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// Calculate the coordinates of the neighboring pixel for each pixel around our pixel
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let x = pixel.x + dx;
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let y = pixel.y + dy;
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if (isEmpty(x, y) && isEmpty(x, y + 1)) {
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validSpots.push({ x: x, y: y })
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}
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}
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}
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let randomIndex = Math.floor(Math.random() * validSpots.length); // random number from 0 to to the amount of validSpots
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let chosenSpot = validSpots[randomIndex];
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createPixel("human", chosenSpot.x, chosenSpot.y)
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pixel.hasPixel = 0
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}
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else if (pixel.hasPixel == 0) { // else if prevents it picking up a pixel it has just created
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validSpots = [];
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for (let dx = -1; dx <= 1; dx++) {
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for (let dy = -2; dy <= 2; dy++) {
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// Calculate the coordinates of the neighboring pixel
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let x = pixel.x + dx;
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let y = pixel.y + dy;
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// Access the pixel information from pixelMap
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let neighboringPixel = pixelMap[x][y];
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if (neighboringPixel && neighboringPixel.element == "head") {
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validSpots.push({ x: x, y: y })
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}
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}
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}
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if (validSpots.length > 0) {
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let randomIndex = Math.floor(Math.random() * validSpots.length);
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let chosenSpot = validSpots[randomIndex];
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deletePixel(chosenSpot.x, chosenSpot.y)
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deletePixel(chosenSpot.x, chosenSpot.y + 1)
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pixel.hasPixel = 1
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}
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}
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}
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},
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};
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elements.bouncy_ball = {
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color: "#e35693",
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tempHigh: 250,
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stateHigh: ["borax", "glue"],
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category: "special",
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conduct: 1,
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density: 1501,
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tick: function (pixel) {
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if (pixel.fallDist === undefined) {
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pixel.fallDist = 0;
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}
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if (pixel.isFalling === undefined) {
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pixel.isFalling = true;
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}
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if (pixel.isFalling) { //main loop of a bouncy ball. Functions are defined below
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falling()
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} else {
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rising()
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}
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if (pixel.charge > 0) { //will bounce on electricity (doesn't work on real bouncy balls :/)
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pixel.fallDist = (pixel.fallDist + 1)
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rising()
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}
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doDefaults(pixel);
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function falling() {
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if (isEmpty(pixel.x, pixel.y + 1)) {
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tryMove(pixel, pixel.x, pixel.y + 1)
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pixel.fallDist += 1; //counts how many pixels the ball has fallen so far
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} else { //if it touched the ground
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pixel.isFalling = false; //will change the outcome of the main if statement and make ball start rising
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pixel.fallDist = pixel.fallDist * 3 / 4; //dynamically decreases bounce height based on how high it is, instead of constant 1 per bounce
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}
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}
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function rising() {
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if (pixel.fallDist > 0 && isEmpty(pixel.x, pixel.y - 1)) { // because of also checking for an empty pixel above the ball won't get stuck on ceilings
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tryMove(pixel, pixel.x, pixel.y - 1)
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pixel.fallDist -= 1
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} else {
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pixel.isFalling = true;
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pixel.fallDist -= 1 //makes the ball lose 1 pixel height each bounce, useful at the end when * 3/4 only results in fractions
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}
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}
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}
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};
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elements.borax.reactions.slime = { elem1: "bouncy_ball", elem2: null };
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elements.microplastic = {
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color: ["#adc7c9", "#cadadb", "#6cbda8", "#62d5d4", "#b3b47b"],
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behavior: [
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"XX|XX|XX",
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"XX|XX|XX",
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"M2%25|M1%50|M2%25",
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],
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category: "powders",
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state: "solid",
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density: 700,
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tempHigh: 250,
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stateHigh: "molten_plastic",
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reactions: {
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"fish": { elem1: null, elem2: "meat", chance: 0.01 },
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"glue": { elem1: "bead", elem2: null, chance: 0.03 },
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},
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};
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elements.plastic.breakInto = "microplastic";
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elements.cellulose.reactions.vinegar = { elem1: "bioplastic", elem2: null, tempMin: 40, chance: 0.1 };
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elements.bioplastic = {
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color: "#eee093",
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behavior: behaviors.WALL,
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category: "solids",
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tempHigh: 227,
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stateHigh: "molten_bioplastic",
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breakInto: "bioplastic_crumbs",
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alias: "Cellulose acetate",
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desc: "It's biodegradable :)",
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};
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elements.bioplastic_crumbs = {
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color: ["#dfd499", "#c0e8a0", "#dfab87"],
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hidden: true,
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behavior: behaviors.POWDER,
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category: "powders",
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tempHigh: 227,
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stateHigh: "molten_bioplastic",
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desc: "small pieces of cellulose acetate"
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};
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elements.worm.reactions.bioplastic = { elem2: ["carbon_dioxide", null, null, null], chance: 0.05, func: behaviors.FEEDPIXEL };
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elements.worm.reactions.bioplastic_crumbs = { elem2: ["carbon_dioxide", null, null, null], chance: 0.05, func: behaviors.FEEDPIXEL };
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elements.worm.behavior = [
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"SW:dirt,sand,gravel,ash,mycelium,mud,wet_sand,clay_soil,water,salt_water,dirty_water,primordial_soup,blood,infection,color_sand,bioplastic%3|XX|SW:dirt,sand,gravel,ash,mycelium,mud,wet_sand,clay_soil,water,salt_water,dirty_water,primordial_soup,blood,infection,color_sand,bioplastic,bioplastic_crumbs%3",
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"M2%10|XX|M2%10",
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"SW:dirt,sand,gravel,ash,mycelium,mud,wet_sand,clay_soil,water,salt_water,dirty_water,primordial_soup,blood,infection,color_sand,bioplastic%3|M1|SW:dirt,sand,gravel,ash,mycelium,mud,wet_sand,clay_soil,water,salt_water,dirty_water,primordial_soup,blood,infection,color_sand,bioplastic,bioplastic_crumbs%3",
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];
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elements.molten_bioplastic = {
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color: "#ccccac",
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behavior: behaviors.LIQUID,
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viscosity: 300,
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category: "states",
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state: "liquid",
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tempLow: 210,
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stateLow: "bioplastic",
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temp: 230,
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density: 1300,
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hidden: true,
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};
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elements.glycerol = {
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color: "#eefcee",
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behavior: behaviors.LIQUID,
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viscosity: 1412,
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category: "liquids",
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state: "liquid",
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density: 1261,
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tempLow: 18,
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tempHigh: 290,
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reactions: { }, // empty reaction slot to fill it with a reaction later (depending on mods used)
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burn: 5,
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burnTime: 40,
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};
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elements.hydrogen.reactions.sugar = { elem1: "glycerol", elem2: [null, null, null, null, "dirty_water", "alcohol"], tempMin: 120 } // hydrogenation of sugar with possible byproducts
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elements.nitro.tempHigh = 218; // More accurate detonation temperature
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elements.salt_water.tempLow = -20; // Melting point depression
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elements.nitro.tick = function (pixel) { // Exothermic decomposition of nitroglycerin when above 60<36>
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if (pixel.temp > 60) {
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pixel.temp += 1;
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if (Math.random() > 0.999) { // 1 in 1000 chance each tick
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var possibleElements = ["oxygen", "nitrogen", "nitrogen", "steam", "steam", "steam", "carbon_dioxide", "carbon_dioxide", "carbon_dioxide"]; //array of possibilities for changing the nitroglycerin pixel
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var randomElement = possibleElements[Math.floor(Math.random() * possibleElements.length)]; // Randomly selecting an element from the array
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changePixel(pixel, randomElement); // Change the pixel to the randomly selected element
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}
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}
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}
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if (enabledMods.includes("mods/chem.js")) {
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runAfterLoad(function () {
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elements.glycerol.reactions.nitric_acid = { elem1: "nitro", elem2: null, chance: 0.05, temp1: 80 }; // Nitric acid nitrates glycerol to make nitroglycerin
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elements.nitric_acid.ignore.push("glycerol", "nitro") // required to avoid the acid dissolving the newly created products
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elements.copper.reactions.sulfuric_acid = { elem1: "copper_sulfate", elem2: "sulfur_dioxide", chance: 0.07, tempMin: 200 };
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elements.oxidized_copper.reactions.sulfuric_acid = { elem1: "copper_sulfate", elem2: null, chance: 0.05}
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elements.sulfuric_acid.ignore.push("copper_sulfate", "molten_copper_sulfate", "oxidized_copper")
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elements.sodium_hydroxide.ignore.push("grease", "soap", "fat");
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elements.potassium_hydroxide.ignore.push("grease", "soap", "fat");
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});
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} else {
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elements.glycerol.reactions.acid = { elem1: "nitro", elem2: null, chance: 0.05, temp1: 80 }; // if we don't have nitric acid from chem.js, "acid" is a good approximation
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elements.acid.ignore.push("glycerol", "nitro")
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}
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elements.red_cabbage = {
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color: ["#884466", "#774499"],
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behavior: behaviors.POWDER,
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category: "food",
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isFood: true,
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desc: "Can be boiled in water to release its natural pH indicator",
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tempHigh: 300,
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stateHigh: ["ash", "steam"],
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reactions: {
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water: { elem2: "ph_indicator", tempMin: 50, chance: 0.06 },
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vinegar: { elem1: "pickle", color1: "#442266", chance: 0.01 },
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broth: { color2: "#8855aa", chance: 0.05},
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},
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}
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elements.snail.reactions.red_cabbage = { elem2: null, func: behaviors.FEEDPIXEL, chance: 0.05 }
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elements.slug.reactions.red_cabbage = { elem2: null, func: behaviors.FEEDPIXEL, chance: 0.05 }
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elements.bird.reactions.red_cabbage = { elem2: null, func: behaviors.FEEDPIXEL, chance: 0.05 }
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elements.fish.reactions.red_cabbage = { elem2: null, func: behaviors.FEEDPIXEL, chance: 0.05 }
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elements.head.reactions.red_cabbage = { elem2: null, chance: 0.1 }
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elements.ph_indicator = {
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color: "#884499",
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behavior: behaviors.LIQUID,
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category: "liquids",
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state: "liquid",
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name: " pHIndicator",
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density: 1000,
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tempHigh: 100,
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stateHigh: ["water", "water", "sugar"],
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alias: "Anthocyanin",
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reactions: {
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acid: { color1: "#bb3030" },
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nitric_acid: { color1: "#bb3030" }, //chem.js
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sulfuric_acid: { color1: "#bb3030" }, //chem.js
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vinegar: { color1: "#bb2255" },
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seltzer: { color1: "#bb2288" },
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soda: { color1: "#bb2288" },
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juice: { color1: "#bb2288" },
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copper_sulfate: { color1: "#bb2288" },
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sauce: { color1: "#aa3399"},
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coffee: { color1: "#aa44aa" },
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salt_water: { color1: "#5544cc" },
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blood: { color1: "#5544cc" },
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baking_soda: { color1: "#2255bb" },
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soap: { color1: "#2288bb" },
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ammonia: { color1: "#228877"},
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bleach: { color1: "#99bb44" },
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caustic_potash: { color1: "#d7d733" },
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sodium_hydroxide: { color1: "#d7d733" }, //chem.js
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},
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}
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elements.potassium.reactions.ph_indicator = { elem1: ["caustic_potash"], elem2: ["hydrogen", "pop", "fire"], chance: 0.01, temp2: 400 }
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elements.acid.ignore.push("ph_indicator") |