surface plasmons

retrocausality drains 30% less energy as time rewinds, but each time you start to rewind you drain 30 energy
  no longer provides immunity for 1 second after exiting rewind
  spawns 20% fewer bots

deflecting changes
  shielded mobs take 50% more energy to deflect
  deflecting shielded mobs now only disables your shield for perfect diamagnetism and not for very long
  you can deflect any mob if you have at least 5% energy, but if deflecting brings you below that your shield is disabled for 1 second
    also you can't passively regen energy while shield is disabled

standing wave rework
  coupling gives iceIX -> max energy
  expansion gives deflection efficiency -> +50 max energy
  spherical harmonics gives 40 -> 50% deflection efficiency
  electronegativity is a fieldTech for standing wave, wormhole, and pilot wave
    also  0.15 -> 0.22% damage per energy
  dynamic equilibrium is no longer unlocked by standing wave

tech: surface plasmons - after deflecting drains all your energy, shoot lasers in every direction

added a generic system to add code that loops for a set time
Example code:
simulation.ephemera.push({
    name: "uniqueName",
    count: 60, //cycles before it self removes
    do() {
        this.count--
        if (this.count < 0) simulation.removeEphemera(this.name)
        //run code here
    },
})

some bug fixes
also new bugs probably
This commit is contained in:
landgreen
2023-04-09 08:29:59 -07:00
parent 07af7a7d5c
commit 2e76b5c181
6 changed files with 2413 additions and 133 deletions

View File

@@ -4988,7 +4988,7 @@ const b = {
cd: 0,
fireCount: 0,
fireLimit: 5 + 2 * tech.isFoamBotUpgrade,
delay: Math.floor((175 + (tech.isFoamBotUpgrade ? 0 : 250)) * b.fireCDscale),// + 30 - 20 * tech.isFoamBotUpgrade,//20 + Math.floor(85 * b.fireCDscale) - 20 * tech.isFoamBotUpgrade,
delay: Math.floor((150 + (tech.isFoamBotUpgrade ? 0 : 250)) * b.fireCDscale),// + 30 - 20 * tech.isFoamBotUpgrade,//20 + Math.floor(85 * b.fireCDscale) - 20 * tech.isFoamBotUpgrade,
acceleration: 0.005 * (1 + 0.5 * Math.random()),
range: 60 * (1 + 0.3 * Math.random()) + 3 * b.totalBots(), //how far from the player the bot will move
endCycle: Infinity,

File diff suppressed because it is too large Load Diff

View File

@@ -1896,9 +1896,7 @@ const m = {
}
},
setMaxEnergy() {
// (m.fieldMode === 0 || m.fieldMode === 1) * 0.4 * m.coupling +
m.maxEnergy = (tech.isMaxEnergyTech ? 0.5 : 1) + tech.bonusEnergy + tech.healMaxEnergyBonus + tech.harmonicEnergy + 2 * tech.isGroundState + 3 * tech.isRelay * tech.isFlipFlopOn * tech.isRelayEnergy + 1.5 * (m.fieldMode === 1)
// if (tech.isEnergyHealth) m.maxEnergy *= Math.sqrt(m.defense())
m.maxEnergy = (tech.isMaxEnergyTech ? 0.5 : 1) + tech.bonusEnergy + tech.healMaxEnergyBonus + tech.harmonicEnergy + 2 * tech.isGroundState + 3 * tech.isRelay * tech.isFlipFlopOn * tech.isRelayEnergy + 1.5 * (m.fieldMode === 1) + (m.fieldMode === 0 || m.fieldMode === 1) * 0.5 * m.coupling + 0.4 * tech.isStandingWaveExpand
simulation.makeTextLog(`<span class='color-var'>m</span>.<span class='color-f'>maxEnergy</span> <span class='color-symbol'>=</span> ${(m.maxEnergy.toFixed(2))}`)
},
fieldMeterColor: "#0cf",
@@ -2268,21 +2266,22 @@ const m = {
}
}
},
minEnergyToDeflect: 0.05,
pushMass(who, fieldBlockCost = (0.025 + Math.sqrt(who.mass) * Vector.magnitude(Vector.sub(who.velocity, player.velocity)) * 0.002) * m.fieldShieldingScale) {
if (m.energy > fieldBlockCost * 0.2) { //shield needs at least some of the cost to block
if (m.energy > m.minEnergyToDeflect) { //shield needs at least some of the cost to block
if (who.isShielded) fieldBlockCost *= 1.5; //shielded mobs take more energy to block
m.energy -= fieldBlockCost
if (m.energy < 0) {
if (m.energy < m.minEnergyToDeflect) {
m.energy = 0;
m.fieldCDcycle = m.cycle + Math.max(m.fieldBlockCD, 60);
if (tech.isLaserField) {
simulation.ephemera.push({
name: "laser field", //used to find this array element in simulation.removeEphemera()
// tech.laserDrain = 0.0018;
count: Math.floor(m.maxEnergy * 30) * 0.0018 / tech.laserDrain, //how many cycles the ephemera lasts, scales with max energy
count: 15 + Math.floor(m.maxEnergy * 30 * 0.0018 / tech.laserDrain), //how many cycles the ephemera lasts, scales with max energy
do() {
this.count--
if (this.count < 0) simulation.removeEphemera(this.name)
for (let i = 0, num = 12; i < num; i++) { //draw random lasers
for (let i = 0, num = 20; i < num; i++) { //draw random lasers
const angle = 6.28 * i / num + m.cycle * 0.04
b.laser({ x: m.pos.x + 30 * Math.cos(angle), y: m.pos.y + 30 * Math.sin(angle) }, { x: m.pos.x + 3000 * Math.cos(angle), y: m.pos.y + 3000 * Math.sin(angle) })//dmg = tech.laserDamage, reflections = tech.laserReflections, isThickBeam = false, push = 1
}
@@ -2292,9 +2291,9 @@ const m = {
} else {
m.fieldCDcycle = m.cycle + m.fieldBlockCD;
}
if (!who.isInvulnerable && (m.coupling && m.fieldMode < 3) && bullet.length < 250) { //for standing wave mostly
if (!who.isInvulnerable && (m.coupling && m.fieldMode === 0) && bullet.length < 200) { //for field emitter iceIX
for (let i = 0; i < m.coupling; i++) {
if (m.coupling - i > Math.random()) {
if (m.coupling - i > 1.25 * Math.random()) {
const sub = Vector.mult(Vector.normalise(Vector.sub(who.position, m.pos)), (m.fieldRange * m.harmonicRadius) * (0.4 + 0.3 * Math.random())) //m.harmonicRadius should be 1 unless you are standing wave expansion
const rad = Vector.rotate(sub, 1 * (Math.random() - 0.5))
const angle = Math.atan2(sub.y, sub.x)
@@ -2361,9 +2360,8 @@ const m = {
) {
mob[i].locatePlayer();
m.pushMass(mob[i]);
if (mob[i].isShielded) {
m.fieldCDcycle = m.cycle + 30
} else if (tech.deflectEnergy && !mob[i].isInvulnerable) {
if (tech.deflectEnergy && !mob[i].isInvulnerable && !mob[i].isShielded) {
m.energy += tech.deflectEnergy
}
}
@@ -2464,8 +2462,9 @@ const m = {
case 0: //field emitter
return `gain the <strong class='color-coupling'>coupling</strong> effects of <strong>all</strong> <strong class='color-f'>fields</strong>`
case 1: //standing wave
return `<span style = 'font-size:95%;'><strong>deflecting</strong> condenses +${couple.toFixed(1)} <strong class='color-s'>ice IX</strong></span>`
// return `+${couple.toFixed(1)} <strong class='color-d'>damage</strong> per max <strong class='color-f'>energy</strong>`
// return `<span style = 'font-size:95%;'><strong>deflecting</strong> condenses +${couple.toFixed(1)} <strong class='color-s'>ice IX</strong></span>`
// return `<span style = 'font-size:95%;'><strong>deflecting</strong> condenses +${couple.toFixed(1)} <strong class='color-s'>ice IX</strong></span>`
return `+${(couple * 50).toFixed(0)} maximum <strong class='color-f'>energy</strong>`
case 2: //perfect diamagnetism
return `<span style = 'font-size:95%;'><strong>deflecting</strong> condenses +${couple.toFixed(1)} <strong class='color-s'>ice IX</strong></span>`
// return `<span style = 'font-size:89%;'><strong>invulnerable</strong> <strong>+${2*couple}</strong> seconds post collision</span>`
@@ -2501,7 +2500,7 @@ const m = {
m.coupling = 0 //can't go negative
}
// m.setMaxEnergy();
m.setMaxEnergy();
// m.setMaxHealth();
m.setFieldRegen()
mobs.setMobSpawnHealth();
@@ -2568,7 +2567,7 @@ const m = {
if (m.energy > m.fieldRegen) m.energy -= m.fieldRegen
m.grabPowerUp();
m.lookForPickUp();
if (m.energy > 0) {
if (m.energy > m.minEnergyToDeflect) {
m.drawField();
m.pushMobsFacing();
}
@@ -2592,7 +2591,7 @@ const m = {
m.fieldBlockCD = 0;
m.blockingRecoil = 2 //4 is normal
m.fieldRange = 185
m.fieldShieldingScale = 1.6 * Math.pow(0.6, (tech.harmonics - 2))
m.fieldShieldingScale = 1.6 * Math.pow(0.5, (tech.harmonics - 2))
// m.fieldHarmReduction = 0.66; //33% reduction
m.harmonic3Phase = () => { //normal standard 3 different 2-d circles
@@ -2620,7 +2619,6 @@ const m = {
m.pushMass(mob[i]);
this.drainCD = m.cycle + 15
}
if (mob[i].isShielded || mob[i].shield) m.fieldCDcycle = m.cycle + 10
}
}
}
@@ -2671,7 +2669,7 @@ const m = {
} else {
m.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
}
if (m.energy > 0 && m.fieldCDcycle < m.cycle) {
if (m.energy > m.minEnergyToDeflect && m.fieldCDcycle < m.cycle) {
if (tech.isStandingWaveExpand) {
if (input.field) {
// const oldHarmonicRadius = m.harmonicRadius
@@ -2719,7 +2717,7 @@ const m = {
) {
mob[i].locatePlayer();
const unit = Vector.normalise(Vector.sub(m.fieldPosition, mob[i].position))
m.fieldCDcycle = m.cycle + m.fieldBlockCD + (mob[i].isShielded ? 18 : 0);
m.fieldCDcycle = m.cycle + m.fieldBlockCD + (mob[i].isShielded ? 10 : 0);
if (!mob[i].isInvulnerable && bullet.length < 250) {
for (let i = 0; i < m.coupling; i++) {
if (m.coupling - i > Math.random()) {
@@ -3207,7 +3205,7 @@ const m = {
if (m.energy > m.fieldRegen) m.energy -= m.fieldRegen
m.grabPowerUp();
m.lookForPickUp();
if (m.energy > 0) {
if (m.energy > m.minEnergyToDeflect) {
m.drawField();
m.pushMobsFacing();
}

View File

@@ -246,7 +246,7 @@ const tech = {
if (tech.isBotDamage) dmg *= 1 + 0.06 * b.totalBots()
if (tech.restDamage > 1 && player.speed < 1) dmg *= tech.restDamage
if (tech.isLowEnergyDamage) dmg *= 1 + 0.7 * Math.max(0, 1 - m.energy)
if (tech.energyDamage) dmg *= 1 + m.energy * 0.15 * tech.energyDamage;
if (tech.energyDamage) dmg *= 1 + m.energy * 0.22 * tech.energyDamage;
if (tech.isDamageFromBulletCount) dmg *= 1 + bullet.length * 0.007
if (tech.isNoFireDamage && m.cycle > m.fireCDcycle + 120) dmg *= 2
if (tech.isSpeedDamage) dmg *= 1 + Math.min(0.66, player.speed * 0.0165)
@@ -2553,27 +2553,6 @@ const tech = {
tech.isPiezo = false;
}
},
{
name: "electronegativity",
descriptionFunction() {
return `<strong>+0.15%</strong> <strong class='color-d'>damage</strong> per current stored <strong class='color-f'>energy</strong><br><em>(+${(15 * m.energy).toFixed(0)}%)</em>`
},
// description: "<strong>+1%</strong> <strong class='color-d'>damage</strong> per <strong>8</strong> stored <strong class='color-f'>energy</strong>",
maxCount: 9,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return true
},
requires: "",
effect() {
tech.energyDamage++
},
remove() {
tech.energyDamage = 0;
}
},
{
name: "ground state",
description: "<strong>+200</strong> maximum <strong class='color-f'>energy</strong><br><strong>40%</strong> passive <strong class='color-f'>energy</strong> generation",
@@ -4761,7 +4740,7 @@ const tech = {
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.isIceCrystals || tech.isSporeFreeze || (m.fieldMode === 4 && simulation.molecularMode === 2) || tech.isIceShot || tech.relayIce || tech.isNeedleIce || (m.coupling && m.fieldMode < 3)
return tech.isIceCrystals || tech.isSporeFreeze || (m.fieldMode === 4 && simulation.molecularMode === 2) || tech.isIceShot || tech.relayIce || tech.isNeedleIce || (m.coupling && (m.fieldMode === 3 || m.fieldMode === 0))
},
requires: "a freeze effect",
effect() {
@@ -4780,7 +4759,7 @@ const tech = {
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.isIceCrystals || tech.isSporeFreeze || (m.fieldMode === 4 && simulation.molecularMode === 2) || tech.isIceShot || tech.relayIce || tech.isNeedleIce || (m.coupling && m.fieldMode < 3)
return tech.isIceCrystals || tech.isSporeFreeze || (m.fieldMode === 4 && simulation.molecularMode === 2) || tech.isIceShot || tech.relayIce || tech.isNeedleIce || (m.coupling && (m.fieldMode === 3 || m.fieldMode === 0))
},
requires: "a freeze effect",
effect() {
@@ -4799,7 +4778,7 @@ const tech = {
frequency: 2,
frequencyDefault: 2,
allowed() {
return (tech.isIceCrystals || tech.isSporeFreeze || (m.fieldMode === 4 && simulation.molecularMode === 2) || tech.isIceShot || tech.relayIce || tech.isNeedleIce || (m.coupling && m.fieldMode < 3)) && !tech.sporesOnDeath && !tech.isExplodeMob && !tech.botSpawner && !tech.isMobBlockFling && !tech.nailsDeathMob
return (tech.isIceCrystals || tech.isSporeFreeze || (m.fieldMode === 4 && simulation.molecularMode === 2) || tech.isIceShot || tech.relayIce || tech.isNeedleIce || (m.coupling && (m.fieldMode === 3 || m.fieldMode === 0))) && !tech.sporesOnDeath && !tech.isExplodeMob && !tech.botSpawner && !tech.isMobBlockFling && !tech.nailsDeathMob
},
requires: "a localized freeze effect, no other mob death tech",
effect() {
@@ -4818,7 +4797,7 @@ const tech = {
frequency: 2,
frequencyDefault: 2,
allowed() {
return (m.fieldMode === 4 && simulation.molecularMode === 2) || tech.relayIce || tech.isNeedleIce || (m.coupling && m.fieldMode < 3) || tech.iceIXOnDeath || tech.isIceShot
return (m.fieldMode === 4 && simulation.molecularMode === 2) || tech.relayIce || tech.isNeedleIce || (m.coupling && (m.fieldMode === 3 || m.fieldMode === 0)) || tech.iceIXOnDeath || tech.isIceShot
},
requires: "ice IX",
effect() {
@@ -4837,7 +4816,7 @@ const tech = {
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.isIceCrystals || tech.isSporeFreeze || (m.fieldMode === 4 && simulation.molecularMode === 2) || tech.relayIce || tech.isNeedleIce || (m.coupling && m.fieldMode < 3) || tech.iceIXOnDeath || tech.isIceShot
return tech.isIceCrystals || tech.isSporeFreeze || (m.fieldMode === 4 && simulation.molecularMode === 2) || tech.relayIce || tech.isNeedleIce || (m.coupling && (m.fieldMode === 3 || m.fieldMode === 0)) || tech.iceIXOnDeath || tech.isIceShot
},
requires: "a localized freeze effect",
effect() {
@@ -7208,6 +7187,48 @@ const tech = {
//************************************************** field
//************************************************** tech
//**************************************************
{
name: "spherical harmonics",
description: "<strong>+50%</strong> <strong>standing wave</strong> deflection efficiency", //<strong>standing wave</strong> oscillates in a 3rd dimension<br>
isFieldTech: true,
maxCount: 9,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return m.fieldMode === 1 && !tech.isLaserField
},
requires: "standing wave, not surface plasmons",
effect() {
tech.harmonics++
m.fieldShieldingScale = 1.6 * Math.pow(0.5, (tech.harmonics - 2))
m.harmonicShield = m.harmonicAtomic
},
remove() {
tech.harmonics = 2
m.fieldShieldingScale = 1.6 * Math.pow(0.5, (tech.harmonics - 2))
m.harmonicShield = m.harmonic3Phase
}
},
{
name: "surface plasmons",
description: "if <strong>deflecting</strong> drains all your <strong class='color-f'>energy</strong><br>emit <strong class='color-laser'>laser</strong> beams that scale with max <strong class='color-f'>energy</strong>",
isFieldTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return (m.fieldMode === 4 && tech.deflectEnergy === 0) || (m.fieldMode === 1 && tech.harmonics === 2) || m.fieldMode === 0
},
requires: "molecular assembler, standing wave, field emitter, not electric generator",
effect() {
tech.isLaserField = true
},
remove() {
tech.isLaserField = false
}
},
{
name: "zero point energy",
description: `use ${powerUps.orb.research(2)}<br><strong>+100</strong> maximum <strong class='color-f'>energy</strong>`,
@@ -7233,51 +7254,9 @@ const tech = {
if (this.count > 0) powerUps.research.changeRerolls(2)
}
},
{
name: "surface plasmons",
description: "if <strong>deflecting</strong> a mob drains all your energy<br>emit <strong class='color-laser'>laser</strong> beams in every direction",
isFieldTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return m.fieldMode === 4 || m.fieldMode === 1 || m.fieldMode === 0
},
requires: "molecular assembler, standing wave, field emitter",
effect() {
tech.isLaserField = true
},
remove() {
tech.isLaserField = false
}
},
{
name: "spherical harmonics",
description: "<strong>+40%</strong> <strong>standing wave</strong> deflection efficiency<br>no longer deactivates on mob <strong>shields</strong>", //<strong>standing wave</strong> oscillates in a 3rd dimension<br>
isFieldTech: true,
maxCount: 9,
count: 0,
frequency: 3,
frequencyDefault: 3,
allowed() {
return m.fieldMode === 1
},
requires: "standing wave",
effect() {
tech.harmonics++
m.fieldShieldingScale = 1.6 * Math.pow(0.6, (tech.harmonics - 2))
m.harmonicShield = m.harmonicAtomic
},
remove() {
tech.harmonics = 2
m.fieldShieldingScale = 1.6 * Math.pow(0.6, (tech.harmonics - 2))
m.harmonicShield = m.harmonic3Phase
}
},
{
name: "expansion",
description: "using <strong>standing wave</strong> field <strong>expands</strong> its <strong>radius</strong>",
description: "using <strong>standing wave</strong> field <strong>expands</strong> its <strong>radius</strong><br><strong>+40</strong> maximum <strong class='color-f'>energy</strong>",
isFieldTech: true,
maxCount: 1,
count: 0,
@@ -7289,37 +7268,36 @@ const tech = {
requires: "standing wave",
effect() {
tech.isStandingWaveExpand = true
m.setMaxEnergy()
// m.fieldShieldingScale = (tech.isStandingWaveExpand ? 0.9 : 1.6) * Math.pow(0.6, (tech.harmonics - 2))
},
remove() {
tech.isStandingWaveExpand = false
m.setMaxEnergy()
// m.fieldShieldingScale = (tech.isStandingWaveExpand ? 0.9 : 1.6) * Math.pow(0.6, (tech.harmonics - 2))
m.harmonicRadius = 1
}
},
{
name: "triple point",
name: "electronegativity",
descriptionFunction() {
return `<strong>+1.5</strong> second <strong class='color-s'>ice IX</strong> freeze effect<br>spawn ${powerUps.orb.coupling(10)} that each give <strong>+0.1</strong> <strong class='color-coupling'>coupling</strong>` //<br>${m.couplingDescription(1)} ${m.fieldMode === 0 ? "" : "per <strong class='color-coupling'>coupling</strong>"}
return `<strong>+0.22%</strong> <strong class='color-d'>damage</strong> per current stored <strong class='color-f'>energy</strong><br><em>(up to +${(22 * m.maxEnergy).toFixed(0)}% damage at max energy)</em>`
},
// description: "<strong>+1%</strong> <strong class='color-d'>damage</strong> per <strong>8</strong> stored <strong class='color-f'>energy</strong>",
isFieldTech: true,
maxCount: 3,
maxCount: 9,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return m.fieldMode === 1 || m.fieldMode === 2
return m.fieldMode === 1 || m.fieldMode === 9 || m.fieldMode === 8
},
requires: "standing wave, perfect diamagnetism",
requires: "standing wave, wormhole, pilot wave",
effect() {
tech.iceIXFreezeTime += 90
powerUps.spawnDelay("coupling", 10)
tech.energyDamage++
},
remove() {
tech.iceIXFreezeTime = 150
if (this.count) {
m.couplingChange(-this.count)
}
tech.energyDamage = 0;
}
},
{
@@ -7379,6 +7357,29 @@ const tech = {
tech.isStunField = 0;
}
},
{
name: "triple point",
descriptionFunction() {
return `<strong>+1.5</strong> second <strong class='color-s'>ice IX</strong> freeze effect<br>spawn ${powerUps.orb.coupling(10)} that each give <strong>+0.1</strong> <strong class='color-coupling'>coupling</strong>` //<br>${m.couplingDescription(1)} ${m.fieldMode === 0 ? "" : "per <strong class='color-coupling'>coupling</strong>"}
},
isFieldTech: true,
maxCount: 3,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return m.fieldMode === 2
},
requires: "perfect diamagnetism",
effect() {
tech.iceIXFreezeTime += 90
powerUps.spawnDelay("coupling", 10)
},
remove() {
tech.iceIXFreezeTime = 150
if (this.count) m.couplingChange(-this.count)
}
},
{
name: "eddy current brake",
description: "perfect diamagnetism <strong class='color-s'>slows</strong> nearby mobs<br>effect <strong>radius</strong> scales with stored <strong class='color-f'>energy</strong>",
@@ -7472,9 +7473,9 @@ const tech = {
frequency: 2,
frequencyDefault: 2,
allowed() {
return (m.fieldMode === 8 || m.fieldMode === 3 || m.fieldMode === 1) && !tech.isCloakHealLastHit
return (m.fieldMode === 8 || m.fieldMode === 3) && !tech.isCloakHealLastHit
},
requires: "negative mass, pilot wave, standing wave, not patch",
requires: "negative mass, pilot wave, not patch",
effect() {
tech.lastHitDamage += 5;
},
@@ -7796,9 +7797,9 @@ const tech = {
frequency: 2,
frequencyDefault: 2,
allowed() {
return m.fieldMode === 4
return m.fieldMode === 4 && !tech.isLaserField
},
requires: "molecular assembler",
requires: "molecular assembler, not surface plasmon",
effect() {
tech.deflectEnergy += 0.5;
},