sandboxels/mods/random_liquids.js

329 lines
15 KiB
JavaScript

urlParams = new URLSearchParams(window.location.search);
if(urlParams.get('liquidAmount') != null) { //null check
liquidAmount = urlParams.get('liquidAmount')
if(isNaN(liquidAmount) || liquidAmount === "" || liquidAmount === null) { //NaN check
liquidAmount = 10
}
liquidAmount = parseInt(liquidAmount)
liquidAmount = Math.min(10000,Math.max(liquidAmount,1))
} else {
liquidAmount = 10
}
function _randomInt(max) {
if(max >= 0) {
return Math.floor(Math.random() * (max + 1))
} else {
return 0 - Math.floor(Math.random() * (Math.abs(max) + 1))
}
}
function _randomArrayChoice(array) {
return array[_randomInt(array.length - 1)]
}
//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:
enabledMods.includes("mods/log_liquids.js") ? logLiquids = true : logLiquids = false
//This is intended for people who want to copy their liquids from the console to a file for some reason. Technically, the empty enabler script doesn't even have to exist, but I'll make it just so that index.html doesn't spit out an ERR_FILE_NOT_FOUND.
function generateName() {
//these are picked arbitrarily
//console.log("getting random type")
var randomInt1 = _randomInt(6)
//console.log("generating type " + randomInt1)
if(randomInt1 == 0) {
var randomName = _randomArrayChoice(initialArrayL) + _randomArrayChoice(vowelArrayL) + _randomArrayChoice(finalArrayL)
//console.log("generated T" + randomInt1 + " name")
} else if(randomInt1 == 1) {
var randomName = _randomArrayChoice(initialArrayL) + _randomArrayChoice(vowelArrayL) + _randomArrayChoice(medialArrayL) + _randomArrayChoice(vowelArrayL) + _randomArrayChoice(finalArrayL)
//console.log("generated T" + randomInt1 + " name")
} else if(randomInt1 == 2) {
var randomName = _randomArrayChoice(initialArrayL) + _randomArrayChoice(vowelArrayL) + _randomArrayChoice(finalArrayL) + "e"
//console.log("generated T" + randomInt1 + " name")
} else if(randomInt1 == 3) {
var randomName = _randomArrayChoice(initialArrayL) + _randomArrayChoice(vowelArrayL) + _randomArrayChoice(medialArrayL) + _randomArrayChoice(vowelArrayL) + _randomArrayChoice(medialArrayL) + _randomArrayChoice(finalArrayL)
//console.log("generated T" + randomInt1 + " name")
} else if(randomInt1 == 4) {
var randomName = _randomArrayChoice(vowelArrayL) + _randomArrayChoice(initialArrayL) + _randomArrayChoice(vowelArrayL) + _randomArrayChoice(finalArrayL)
//console.log("generated T" + randomInt1 + " name")
} else if(randomInt1 == 5) {
var randomName = _randomArrayChoice(initialArrayL) + _randomArrayChoice(vowelArrayL) + _randomArrayChoice(medialArrayL) + _randomArrayChoice(vowelArrayL) + _randomArrayChoice(medialArrayL) + _randomArrayChoice(vowelArrayL)
//console.log("generated T" + randomInt1 + " name")
} else if(randomInt1 == 6) {
var randomName = _randomArrayChoice(initialArrayL) + _randomArrayChoice(vowelArrayL) + _randomArrayChoice(medialArrayL) + _randomArrayChoice(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 _rgbToHex(color) {
if(typeof(color) == "object") { //Expects object like "{r: 172, g: 11, b: 34}"
//console.log("Loading colors");
//console.log("Loading R");
var red = color.r;
//console.log("Loading G");
var green = color.g;
//console.log("Loading B");
var blue = color.b;
//console.log("Rounding R");
red = Math.round(red);
//console.log("Rounding G");
green = Math.round(green);
//console.log("Rounding B");
blue = Math.round(blue);
//console.log("Bounding R");
red = Math.min(255,Math.max(0,red));
//console.log("Bounding G");
green = Math.min(255,Math.max(0,green));
//console.log("Bounding B");
blue = Math.min(255,Math.max(0,blue));
//console.log("Converting R");
red = red.toString(16);
//console.log("Converting G");
green = green.toString(16);
//console.log("Converting B");
blue = blue.toString(16);
//console.log("Padding R");
while(red.length < 2) {
red = "0" + red;
};
//console.log("Padding G");
while(green.length < 2) {
green = "0" + green;
};
//console.log("Padding B");
while(blue.length < 2) {
blue = "0" + blue;
};
//console.log("Concatenating");
return "#" + red + green + blue;
} else if(typeof(color) == "string") { //Expects string like "rgb(20,137,4)". Also doesn't round properly for some reason...
//console.log("Splitting string")
color = color.split(",");
//console.log("Getting R");
var red = parseInt(color[0].substring(4))
//console.log("Getting G");
var green = parseInt(color[1])
//console.log("Getting B");
var blue = parseInt(color[2].slice(0,-1))
//console.log("Rounding R");
red = Math.round(red);
//console.log("Rounding G");
green = Math.round(green);
//console.log("Rounding B");
blue = Math.round(blue);
//console.log("Bounding R");
red = Math.min(255,Math.max(0,red));
//console.log("Bounding G");
green = Math.min(255,Math.max(0,green));
//console.log("Bounding B");
blue = Math.min(255,Math.max(0,blue));
//console.log("Converting R");
red = red.toString(16);
//console.log("Converting G");
green = green.toString(16);
//console.log("Converting B");
blue = blue.toString(16);
//console.log("Padding R");
while(red.length < 2) {
red = "0" + red;
};
//console.log("Padding G");
while(green.length < 2) {
green = "0" + green;
};
//console.log("Padding B");
while(blue.length < 2) {
blue = "0" + blue;
};
//console.log("Concatenating");
return "#" + red + green + blue;
} else {
throw "error: Only objects and strings are supported."
};
};
function _multiplyColorObjects(color1,color2,weight1=0.5) { /*third argument is for color1 and expects a float from 0
to 1, where 0 means "all color2" and 1 means "all color1"*/
var w1 = Math.min(Math.max(weight1,0),1)
var red1 = color1.r
var green1 = color1.g
var blue1 = color1.b
var red2 = color2.r
var green2 = color2.g
var blue2 = color2.b
var red3 = (red1 * w1) + (red2 * (1 - w1))
var green3 = (green1 * w1) + (green2 * (1 - w1))
var blue3 = (blue1 * w1) + (blue2 * (1 - w1))
return {r: red3, g: green3, b: blue3}
}
function generateColors() {
var randomR = _randomInt(255)
var randomG = _randomInt(255)
var randomB = _randomInt(255)
var randomColor = {r: randomR, g: randomG, b: randomB}
var newLiquidColor = _multiplyColorObjects(whiteColor,randomColor,weight1=0.1)
var newSolidColor = _multiplyColorObjects(whiteColor,randomColor,weight1=0.4)
var newGasColor = _multiplyColorObjects(whiteColor,randomColor,weight1=0.7)
var newLiquidColor = _rgbToHex(newLiquidColor)
var newSolidColor = _rgbToHex(newSolidColor)
var newGasColor = _rgbToHex(newGasColor)
return [newLiquidColor, newSolidColor, newGasColor]
}
function _add2(number1,number2) {
return number1 + number2
}
function _arrayAverage(array) {
var total = array.reduce(_add2,0)
return total / array.length
}
function _generateAveragedRandoms() {
return _arrayAverage([Math.random(),Math.random(),Math.random()])
}
function avgRndToMult() {
return 1 + (0.55 - _generateAveragedRandoms())
}
if(logLiquids == 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 + _randomArrayChoice(vowelArrayL) + _randomArrayChoice(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(logLiquids == 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(logLiquids == true) {
console.log(`Liquids added to liquidString (length ${liquidString.length})`)
}