sandboxels/mods/random_liquids.js

221 lines
10 KiB
JavaScript

var modName = "mods/random_liquids.js";
var libraryMod = "mods/code_library.js";
if(enabledMods.includes(libraryMod)) {
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})`)
}
} else {
alert(`The ${libraryMod} mod is required and has been automatically inserted (reload for this to take effect).`)
enabledMods.splice(enabledMods.indexOf(modName),0,libraryMod)
localStorage.setItem("enabledMods", JSON.stringify(enabledMods));
};