late game bot mods
balance: perimeter defense - 3% harm reduction for each bot (was 5%) mod: network effect - 2% damage for each bot mod: commodities exchange - canceling a power up gives 6 rerolls, ammo, or heals
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16
js/bullet.js
16
js/bullet.js
@@ -196,14 +196,12 @@ const b = {
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dist = Vector.magnitude(sub);
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if (dist < radius) {
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if (mod.isImmuneExplosion) {
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const mitigate = Math.min(1, Math.max(1 - mech.energy * 0.7, 0))
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mech.damage(mitigate * radius * (mod.isExplosionHarm ? 0.0004 : 0.0001));
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} else {
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mech.damage(radius * (mod.isExplosionHarm ? 0.0004 : 0.0001));
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}
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// if (!(mod.isImmuneExplosion && mech.energy > 0.97)) {
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// if (mod.isExplosionHarm) {
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// mech.damage(radius * 0.0004); //300% more player damage from explosions
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@@ -212,11 +210,11 @@ const b = {
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// }
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// mech.drop();
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// }
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knock = Vector.mult(Vector.normalise(sub), -Math.sqrt(dmg) * player.mass * 0.015);
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knock = Vector.mult(Vector.normalise(sub), -Math.sqrt(dmg) * player.mass * 0.013);
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player.force.x += knock.x;
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player.force.y += knock.y;
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} else if (dist < alertRange) {
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knock = Vector.mult(Vector.normalise(sub), -Math.sqrt(dmg) * player.mass * 0.008);
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knock = Vector.mult(Vector.normalise(sub), -Math.sqrt(dmg) * player.mass * 0.005);
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player.force.x += knock.x;
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player.force.y += knock.y;
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}
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@@ -230,7 +228,7 @@ const b = {
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body[i].force.x += knock.x;
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body[i].force.y += knock.y;
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} else if (dist < alertRange) {
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knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg) * body[i].mass) * 0.013);
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knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg) * body[i].mass) * 0.011);
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body[i].force.x += knock.x;
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body[i].force.y += knock.y;
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}
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@@ -241,11 +239,11 @@ const b = {
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sub = Vector.sub(where, powerUp[i].position);
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dist = Vector.magnitude(sub);
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if (dist < radius) {
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knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg) * powerUp[i].mass) * 0.015);
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knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg) * powerUp[i].mass) * 0.013);
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powerUp[i].force.x += knock.x;
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powerUp[i].force.y += knock.y;
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} else if (dist < alertRange) {
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knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg) * powerUp[i].mass) * 0.01);
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knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg) * powerUp[i].mass) * 0.007);
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powerUp[i].force.x += knock.x;
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powerUp[i].force.y += knock.y;
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}
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@@ -1381,7 +1379,7 @@ const b = {
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dmg: 0, // 0.14 //damage done in addition to the damage from momentum
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minDmgSpeed: 2,
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lookFrequency: 40 + Math.floor(7 * Math.random()),
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drainThreshold: mod.isEnergyHealth ? 0.5 : 0.15,
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drainThreshold: mod.isEnergyHealth ? 0.5 : 0.33,
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acceleration: 0.0015 * (1 + 0.3 * Math.random()),
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range: 700 * (1 + 0.1 * Math.random()) + 300 * mod.isLaserBotUpgrade,
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followRange: 150 + Math.floor(30 * Math.random()),
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@@ -1538,7 +1536,7 @@ const b = {
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cd: 0,
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acceleration: 0.009,
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endCycle: Infinity,
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drainThreshold: mod.isEnergyHealth ? 0.5 : 0.15,
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drainThreshold: mod.isEnergyHealth ? 0.4 : 0.2,
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classType: "bullet",
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collisionFilter: {
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category: cat.bullet,
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