RandomChad/modules/helpers.js

141 lines
3.7 KiB
JavaScript

// ///////////////////////////////
// Helper functions
// ///////////////////////////////
exports.dev = !!process.env.development;
const log = (...messages) => {
if (process.env.development) console.log(...messages);
};
exports.log = log;
// Wait in async
const wait = (timeInMs) =>
new Promise((resolve) => setTimeout(resolve), timeInMs);
exports.wait = wait;
// Pick random item from an array
const pickRandomArrayEntry = (array) =>
array[Math.floor(Math.random() * array.length)];
exports.pickRandomArrayEntry = pickRandomArrayEntry;
// Generate random number between x and y
exports.randomNumberBetween = (min, max) =>
Math.floor(Math.random() * (max - min + 1) + min);
// Random attribute picker
exports.pickRandomAttributes = (attributes) => {
// Decimal accuracy, if probabilities have the lowest 0.01 then 100 is enough, for 0.001 1000 is needed
const probabilityDecimals = 3;
// Remap the trait so it has a 'lottery ticket box' based on probs
const attributeLottery = attributes.map(({ values, ...attribute }) => ({
// Attribute meta stays the same
...attribute,
// Values are reduced from objects with probabilities to an array with elements
values: values.reduce((acc, val) => {
const { probability, value } = val;
// Map probabilities to a flat array of items
const amountToAdd = 10 * probabilityDecimals * probability;
for (let i = 0; i < amountToAdd; i++) acc.push(value);
return acc;
}, []),
}));
// Pick a random element from the lottery box array items
return attributeLottery.map(({ values, ...attribute }) => ({
// Attribute meta stays the same
...attribute,
// Select random entry from array
value: pickRandomArrayEntry(values),
}));
};
const nameColor = require("color-namer");
const Color = require("color");
exports.getColorName = (rgb) => {
try {
return nameColor(rgb).basic[0].name;
} catch (e) {
return rgb;
}
};
exports.getRgbArrayFromColorName = (name) => {
const { hex } = nameColor(name).basic[0];
const color = Color(hex);
return color.rgb().array();
};
// ///////////////////////////////
// Attribute sources
// ///////////////////////////////
exports.globalAttributes = [
{
trait_type: "helmet",
values: [
{ value: "classic", probability: 0.2 },
{ value: "racer", probability: 0.1 },
{ value: "punk", probability: 0.1 },
{ value: "knight", probability: 0.2 },
{ value: "geek", probability: 0.2 },
],
},
{
trait_type: "patch",
values: [
{ value: "livepeer", probability: 0.2 },
{ value: "nimbus", probability: 0.1 },
{ value: "teku", probability: 0.1 },
{ value: "lighthouse", probability: 0.1 },
{ value: "prysm", probability: 0.2 },
{ value: "rocketpool", probability: 0.3 },
],
},
{
trait_type: "backpack",
values: [
{ value: "yes", probability: 0.9 },
{ value: "no", probability: 0.1 },
],
},
{
trait_type: "panel",
values: [
{ value: "yes", probability: 0.9 },
{ value: "no", probability: 0.1 },
],
},
{
trait_type: "background",
values: [
{ value: "planets", probability: 0.2 },
{ value: "system", probability: 0.2 },
{ value: "playful", probability: 0.1 },
{ value: "moon", probability: 0.05 },
{ value: "galaxy", probability: 0.2 },
{ value: "chip", probability: 0.05 },
],
},
{
trait_type: "background complexity",
values: [
{ value: 1, probability: 0.05 },
{ value: 2, probability: 0.1 },
{ value: 3, probability: 0.1 },
{ value: 4, probability: 0.75 },
],
},
];
exports.heavenlyBodies = [
"Mercury",
"Venus",
"Earth",
"Mars",
"Jupiter",
"Saturn",
"Uranus",
"Neptune",
"Pluto",
"the Moon",
"the Sun",
];