bug fixes, orbital 1 not 2
mod: orbital-bot - back to just 1 bot, but the bot can stun and hit mobs from a larger range
This commit is contained in:
33
js/bullet.js
33
js/bullet.js
@@ -1021,11 +1021,9 @@ const b = {
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}
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},
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randomBot(where = mech.pos, isKeep = true) {
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if (isKeep && Math.random() < 0.2) {
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for (let i = 0; i < 2 + mod.isOrbitBotUpgrade; i++) {
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b.orbitBot();
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mod.orbitBotCount++;
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}
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if (Math.random() < 0.2) {
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b.orbitBot();
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if (isKeep) mod.orbitBotCount++;
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} else if (Math.random() < 0.25) {
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b.nailBot(where)
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if (isKeep) mod.nailBotCount++;
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@@ -1521,12 +1519,14 @@ const b = {
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},
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orbitBot(position = mech.pos) {
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const me = bullet.length;
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bullet[me] = Bodies.polygon(position.x, position.y, 9, 7, {
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bullet[me] = Bodies.polygon(position.x, position.y, 9, 12, {
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isUpgraded: mod.isOrbitBotUpgrade,
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botType: "orbit",
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friction: 0,
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frictionStatic: 0,
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frictionAir: 0,
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frictionAir: 1,
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isStatic: true,
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isSensor: true,
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restitution: 0,
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dmg: 0, // 0.14 //damage done in addition to the damage from momentum
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minDmgSpeed: 0,
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@@ -1544,9 +1544,24 @@ const b = {
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do() {
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//check for damage
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if (!mech.isCloak && !mech.isBodiesAsleep) { //if time dilation isn't active
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q = Matter.Query.point(mob, this.position)
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// q = Matter.Query.point(mob, this.position)
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// q = Matter.Query.collides(this, mob)
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const size = 30
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q = Matter.Query.region(mob, {
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min: {
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x: this.position.x - size,
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y: this.position.y - size
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},
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max: {
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x: this.position.x + size,
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y: this.position.y + size
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}
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})
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for (let i = 0; i < q.length; i++) {
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let dmg = 2.5 * b.dmgScale
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mobs.statusStun(q[i], this.isUpgraded ? 240 : 120)
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const dmg = 1 * b.dmgScale * (this.isUpgraded ? 2.25 : 1)
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q[i].damage(dmg);
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q[i].foundPlayer();
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game.drawList.push({ //add dmg to draw queue
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