railgun
tech railgun - harpoon charge fires and no longer retracts, get 8x ammo from power ups
railgun has auto-targeting, like harpoon
the aiming graphic is gone
disables filament, reticulum, toggling
unlocks capacitor bank
mobs do 2% less harm to player
player does 0.5% more damage per level
Zeno's paradox removes 1/10 -> 1/12 -> 1/14 (7%) health every 5 seconds
drone gun gets 10% more ammo
harpoon damage reduced by 15%
random bots have a 100% -> 66% chance to match your upgraded bot type
phonon has 1/8 -> 1/9 less ammo than matter wave
Penrose process gain 63 -> 53 energy when wormhole eats blocks
transdimensional spores makes 20% fewer spores when wormhole eats blocks
bugfixes
This commit is contained in:
726
js/bullet.js
726
js/bullet.js
@@ -1241,7 +1241,7 @@ const b = {
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},
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minDmgSpeed: 0,
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lookFrequency: Math.floor(7 + Math.random() * 3),
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density: 0.001, //0.001 is normal for blocks, 0.005 is normal for harpoon, 0.035 when buffed
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density: 0.001, //0.001 is normal for blocks, 0.008 is normal for harpoon, 0.008*6 when buffed
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beforeDmg(who) {
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if (tech.isShieldPierce && who.isShielded) { //disable shields
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who.isShielded = false
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@@ -1343,7 +1343,7 @@ const b = {
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Composite.add(engine.world, bullet[me]); //add bullet to world
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},
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harpoon(where, target, angle = m.angle, harpoonSize = 1, isReturn = false, totalCycles = 15) {
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harpoon(where, target, angle = m.angle, harpoonSize = 1, isReturn = false, totalCycles = 35) {
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const me = bullet.length;
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const returnRadius = 100 * Math.sqrt(harpoonSize)
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bullet[me] = Bodies.fromVertices(where.x, where.y, [{ x: -40 * harpoonSize, y: 2 * harpoonSize, index: 0, isInternal: false }, { x: -40 * harpoonSize, y: -2 * harpoonSize, index: 1, isInternal: false }, { x: 50 * harpoonSize, y: -3 * harpoonSize, index: 3, isInternal: false }, { x: 30 * harpoonSize, y: 2 * harpoonSize, index: 4, isInternal: false }], {
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@@ -1355,16 +1355,16 @@ const b = {
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turnRate: isReturn ? 0.1 : 0.03, //0.015
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drawStringControlMagnitude: 3000 + 5000 * Math.random(),
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drawStringFlip: (Math.round(Math.random()) ? 1 : -1),
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dmg: 7, //damage done in addition to the damage from momentum
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dmg: 6, //damage done in addition to the damage from momentum
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classType: "bullet",
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endCycle: simulation.cycle + totalCycles * 2.5 + 15,
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collisionFilter: {
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category: cat.bullet,
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mask: tech.isShieldPierce ? cat.map | cat.body | cat.mob | cat.mobBullet : cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield,
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},
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minDmgSpeed: 0,
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minDmgSpeed: 4,
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lookFrequency: Math.floor(7 + Math.random() * 3),
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density: tech.harpoonDensity, //0.001 is normal for blocks, 0.005 is normal for harpoon, 0.035 when buffed
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density: tech.harpoonDensity, //0.001 is normal for blocks, 0.006 is normal for harpoon, 0.006*6 when buffed
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beforeDmg(who) {
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if (tech.isShieldPierce && who.isShielded) { //disable shields
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who.isShielded = false
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@@ -1406,7 +1406,7 @@ const b = {
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this.caughtPowerUp.effect();
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Matter.Composite.remove(engine.world, this.caughtPowerUp);
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powerUp.splice(index, 1);
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if (tech.isHarpoonPowerUp) tech.harpoonDensity = 0.008 * 6 //0.006 is normal
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if (tech.isHarpoonPowerUp) tech.harpoonDensity = 0.006 * 6 //0.006 is normal
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} else {
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this.dropCaughtPowerUp()
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}
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@@ -1509,7 +1509,7 @@ const b = {
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this.force.x -= returnForce.x
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this.force.y -= returnForce.y
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this.frictionAir = 0.002
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this.do = () => { this.force.y += this.mass * 0.001; }
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this.do = () => { if (this.speed < 20) this.force.y += 0.0005 * this.mass; }
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this.dropCaughtPowerUp()
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} else { //return to player
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this.do = this.returnToPlayer
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@@ -1522,7 +1522,7 @@ const b = {
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}
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} else if (this.cycle > 30) {
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this.frictionAir = 0.003
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this.do = () => { this.force.y += this.mass * 0.003; }
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this.do = () => { if (this.speed < 20) this.force.y += 0.0005 * this.mass; }
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}
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if (target) { //rotate towards the target
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@@ -1583,7 +1583,7 @@ const b = {
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});
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bullet[me].frictionAir = 0.002
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bullet[me].do = function() {
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this.force.y += this.mass * 0.001; //gravity
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if (this.speed < 20) this.force.y += 0.0005 * this.mass;
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this.draw();
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}
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}
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@@ -3492,43 +3492,66 @@ const b = {
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}
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},
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randomBot(where = player.position, isKeep = true, isLaser = true) {
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if (tech.isNailBotUpgrade) { //check for upgrades first
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b.nailBot(where, isKeep)
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if (isKeep) tech.nailBotCount++;
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} else if (tech.isFoamBotUpgrade) {
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b.foamBot(where, isKeep)
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if (isKeep) tech.foamBotCount++;
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} else if (tech.isBoomBotUpgrade) {
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b.boomBot(where, isKeep)
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if (isKeep) tech.boomBotCount++;
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} else if (tech.isLaserBotUpgrade) {
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b.laserBot(where, isKeep)
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if (isKeep) tech.laserBotCount++;
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} else if (tech.isOrbitBotUpgrade) {
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b.orbitBot(where, isKeep);
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if (isKeep) tech.orbitBotCount++;
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} else if (tech.isDynamoBotUpgrade) {
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b.dynamoBot(where, isKeep)
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if (isKeep) tech.dynamoBotCount++;
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} else if (Math.random() < 0.166 && isLaser) { //random
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b.laserBot(where, isKeep)
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if (isKeep) tech.laserBotCount++;
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} else if (Math.random() < 0.2) {
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b.dynamoBot(where, isKeep)
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if (isKeep) tech.dynamoBotCount++;
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} else if (Math.random() < 0.25) {
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b.orbitBot(where, isKeep);
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if (isKeep) tech.orbitBotCount++;
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} else if (Math.random() < 0.33) {
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b.nailBot(where, isKeep)
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if (isKeep) tech.nailBotCount++;
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} else if (Math.random() < 0.5) {
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b.foamBot(where, isKeep)
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if (isKeep) tech.foamBotCount++;
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} else {
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b.boomBot(where, isKeep)
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if (isKeep) tech.boomBotCount++;
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if (Math.random() < 0.5) { //chance to match scrap bot to your upgrade
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if (tech.isNailBotUpgrade) { //check for upgrades first
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b.nailBot(where, isKeep)
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if (isKeep) tech.nailBotCount++;
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} else if (tech.isFoamBotUpgrade) {
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b.foamBot(where, isKeep)
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if (isKeep) tech.foamBotCount++;
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} else if (tech.isBoomBotUpgrade) {
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b.boomBot(where, isKeep)
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if (isKeep) tech.boomBotCount++;
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} else if (tech.isLaserBotUpgrade) {
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b.laserBot(where, isKeep)
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if (isKeep) tech.laserBotCount++;
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} else if (tech.isOrbitBotUpgrade) {
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b.orbitBot(where, isKeep);
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if (isKeep) tech.orbitBotCount++;
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} else if (tech.isDynamoBotUpgrade) {
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b.dynamoBot(where, isKeep)
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if (isKeep) tech.dynamoBotCount++;
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} else if (Math.random() < 0.166 && isLaser) { //random
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b.laserBot(where, isKeep)
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if (isKeep) tech.laserBotCount++;
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} else if (Math.random() < 0.2) {
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b.dynamoBot(where, isKeep)
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if (isKeep) tech.dynamoBotCount++;
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} else if (Math.random() < 0.25) {
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b.orbitBot(where, isKeep);
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if (isKeep) tech.orbitBotCount++;
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} else if (Math.random() < 0.33) {
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b.nailBot(where, isKeep)
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if (isKeep) tech.nailBotCount++;
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} else if (Math.random() < 0.5) {
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b.foamBot(where, isKeep)
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if (isKeep) tech.foamBotCount++;
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} else {
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b.boomBot(where, isKeep)
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if (isKeep) tech.boomBotCount++;
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}
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} else { //else don't match scrap bot to upgrade
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if (Math.random() < 0.166 && isLaser) { //random
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b.laserBot(where, isKeep)
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if (isKeep) tech.laserBotCount++;
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} else if (Math.random() < 0.2) {
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b.dynamoBot(where, isKeep)
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if (isKeep) tech.dynamoBotCount++;
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} else if (Math.random() < 0.25) {
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b.orbitBot(where, isKeep);
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if (isKeep) tech.orbitBotCount++;
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} else if (Math.random() < 0.33) {
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b.nailBot(where, isKeep)
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if (isKeep) tech.nailBotCount++;
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} else if (Math.random() < 0.5) {
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b.foamBot(where, isKeep)
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if (isKeep) tech.foamBotCount++;
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} else {
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b.boomBot(where, isKeep)
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if (isKeep) tech.boomBotCount++;
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}
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}
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},
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setDynamoBotDelay() {
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//reorder orbital bot positions around a circle
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@@ -5481,8 +5504,8 @@ const b = {
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name: "drones",
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description: "deploy drones that <strong>crash</strong> into mobs<br>crashes reduce their <strong>lifespan</strong> by 1 second",
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ammo: 0,
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ammoPack: 14.5,
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defaultAmmoPack: 14.5,
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ammoPack: 16,
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defaultAmmoPack: 16,
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have: false,
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do() {},
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fire() {
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@@ -5581,10 +5604,148 @@ const b = {
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name: "harpoon",
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description: "fire a <strong>self-steering</strong> harpoon that uses <strong class='color-f'>energy</strong><br>to <strong>retract</strong> and refund its <strong class='color-ammo'>ammo</strong> cost",
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ammo: 0,
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ammoPack: 0.3,
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ammoPack: 0.6, //update this in railgun tech
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have: false,
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fire() {},
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do() {},
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fire() {
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chooseFireMethod() {
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if (tech.isRailGun) {
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this.do = this.railDo
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this.fire = this.railFire
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} else {
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this.do = () => {}
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this.fire = this.harpoonFire
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}
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},
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charge: 0,
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railDo() {
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if (this.charge > 0) {
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//exit railgun charging without firing
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if (m.energy < 0.005 && !tech.isRailEnergyGain) {
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m.energy += 0.025 + this.charge * 0.11
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m.fireCDcycle = m.cycle + 120; // cool down if out of energy
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this.endCycle = 0;
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this.charge = 0
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b.refundAmmo()
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return
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}
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//fire
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if ((!input.fire && this.charge > 0.6)) {
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const where = {
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x: m.pos.x + 30 * Math.cos(m.angle),
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y: m.pos.y + 30 * Math.sin(m.angle)
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}
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const closest = {
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distance: 10000,
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target: null
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}
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//look for closest mob in player's LoS
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const dir = { x: Math.cos(m.angle), y: Math.sin(m.angle) }; //make a vector for the player's direction of length 1; used in dot product
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const harpoonSize = tech.isLargeHarpoon ? 1 + 0.1 * Math.sqrt(this.ammo) : 1
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for (let i = 0, len = mob.length; i < len; ++i) {
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if (mob[i].alive && !mob[i].isBadTarget && Matter.Query.ray(map, m.pos, mob[i].position).length === 0) {
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const dot = Vector.dot(dir, Vector.normalise(Vector.sub(mob[i].position, m.pos))) //the dot product of diff and dir will return how much over lap between the vectors
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const dist = Vector.magnitude(Vector.sub(where, mob[i].position))
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if (dist < closest.distance && dot > 0.88) { //target closest mob that player is looking at and isn't too close to target
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closest.distance = dist
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closest.target = mob[i]
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}
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}
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}
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tech.harpoonDensity = 0.01 //0.001 is normal for blocks, 0.006 is normal for harpoon, 0.006*6 when buffed
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b.harpoon(where, closest.target, m.angle, harpoonSize, false)
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//push away blocks and mobs
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const range = 1200 * this.charge
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for (let i = 0, len = mob.length; i < len; ++i) { //push away mobs when firing
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const SUB = Vector.sub(mob[i].position, m.pos)
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const DISTANCE = Vector.magnitude(SUB)
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if (DISTANCE < range) {
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const DEPTH = Math.min(range - DISTANCE, 1500)
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const FORCE = Vector.mult(Vector.normalise(SUB), 0.0015 * Math.sqrt(DEPTH) * mob[i].mass)
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mob[i].force.x += FORCE.x;
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mob[i].force.y += FORCE.y;
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}
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}
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for (let i = 0, len = body.length; i < len; ++i) { //push away blocks when firing
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const SUB = Vector.sub(body[i].position, m.pos)
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const DISTANCE = Vector.magnitude(SUB)
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if (DISTANCE < range) {
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const DEPTH = Math.min(range - DISTANCE, 500)
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const FORCE = Vector.mult(Vector.normalise(SUB), 0.003 * Math.sqrt(DEPTH) * body[i].mass)
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body[i].force.x += FORCE.x;
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body[i].force.y += FORCE.y - body[i].mass * simulation.g * 1.5; //kick up a bit to give them some arc
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}
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}
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for (let i = 0, len = powerUp.length; i < len; ++i) { //push away blocks when firing
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const SUB = Vector.sub(powerUp[i].position, m.pos)
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const DISTANCE = Vector.magnitude(SUB)
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if (DISTANCE < range) {
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const DEPTH = Math.min(range - DISTANCE, 500)
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const FORCE = Vector.mult(Vector.normalise(SUB), 0.002 * Math.sqrt(DEPTH) * powerUp[i].mass)
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powerUp[i].force.x += FORCE.x;
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powerUp[i].force.y += FORCE.y - powerUp[i].mass * simulation.g * 1.5; //kick up a bit to give them some arc
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}
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}
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const recoil = Vector.mult(Vector.normalise(Vector.sub(where, m.pos)), input.down ? 0.03 : 0.06)
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player.force.x -= recoil.x
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player.force.y -= recoil.y
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tech.harpoonDensity = 0.006 //0.001 is normal for blocks, 0.006 is normal for harpoon, 0.006*6 when buffed
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this.charge = 0;
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} else { //charging
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if (tech.isFireMoveLock) {
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Matter.Body.setVelocity(player, {
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x: 0,
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y: -55 * player.mass * simulation.g //undo gravity before it is added
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});
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player.force.x = 0
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player.force.y = 0
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}
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m.fireCDcycle = m.cycle + 10 //can't fire until mouse is released
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const previousCharge = this.charge
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//small b.fireCDscale = faster shots, b.fireCDscale=1 = normal shot, big b.fireCDscale = slower chot
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let smoothRate = tech.isCapacitor ? 0.85 : Math.min(0.998, 0.985 * (0.98 + 0.02 * b.fireCDscale))
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if (input.down) smoothRate *= 0.995
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this.charge = this.charge * smoothRate + 1 - smoothRate
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m.energy += (this.charge - previousCharge) * (tech.isRailEnergyGain ? 0.8 : -0.3) //energy drain is proportional to charge gained, but doesn't stop normal m.fieldRegen
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//draw magnetic field
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const X = m.pos.x
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const Y = m.pos.y
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const unitVector = { x: Math.cos(m.angle), y: Math.sin(m.angle) }
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const unitVectorPerp = Vector.perp(unitVector)
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function magField(mag, arc) {
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ctx.moveTo(X, Y);
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ctx.bezierCurveTo(
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X + unitVector.x * mag, Y + unitVector.y * mag,
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X + unitVector.x * mag + unitVectorPerp.x * arc, Y + unitVector.y * mag + unitVectorPerp.y * arc,
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X + unitVectorPerp.x * arc, Y + unitVectorPerp.y * arc)
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ctx.bezierCurveTo(
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X - unitVector.x * mag + unitVectorPerp.x * arc, Y - unitVector.y * mag + unitVectorPerp.y * arc,
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X - unitVector.x * mag, Y - unitVector.y * mag,
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X, Y)
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}
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ctx.fillStyle = `rgba(50,0,100,0.05)`;
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for (let i = 3; i < 7; i++) {
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const MAG = 8 * i * i * this.charge * (0.93 + 0.07 * Math.random())
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const ARC = 6 * i * i * this.charge * (0.93 + 0.07 * Math.random())
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ctx.beginPath();
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magField(MAG, ARC)
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magField(MAG, -ARC)
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ctx.fill();
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}
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}
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}
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},
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railFire() {
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m.fireCDcycle = m.cycle + 10 //can't fire until mouse is released
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this.charge += 0.00001
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},
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harpoonFire() {
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const where = {
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x: m.pos.x + 30 * Math.cos(m.angle),
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y: m.pos.y + 30 * Math.sin(m.angle)
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@@ -5595,247 +5756,10 @@ const b = {
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}
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//look for closest mob in player's LoS
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const dir = { x: Math.cos(m.angle), y: Math.sin(m.angle) }; //make a vector for the player's direction of length 1; used in dot product
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const harpoonSize = tech.isLargeHarpoon ? 1 + 0.1 * Math.sqrt(this.ammo) : 1
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const harpoonSize = (tech.isLargeHarpoon ? 1 + 0.1 * Math.sqrt(this.ammo) : 1) //* (input.down ? 0.7 : 1)
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const totalCycles = 7 * (tech.isFilament ? 1 + 0.01 * Math.min(110, this.ammo) : 1) * Math.sqrt(harpoonSize)
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if (input.down) { //railgun
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// if (true) {
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function pushAway(range) { //push away blocks when firing
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for (let i = 0, len = mob.length; i < len; ++i) {
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const SUB = Vector.sub(mob[i].position, m.pos)
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const DISTANCE = Vector.magnitude(SUB)
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if (DISTANCE < range) {
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const DEPTH = Math.min(range - DISTANCE, 1500)
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const FORCE = Vector.mult(Vector.normalise(SUB), 0.001 * Math.sqrt(DEPTH) * mob[i].mass)
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mob[i].force.x += FORCE.x;
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mob[i].force.y += FORCE.y;
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}
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}
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for (let i = 0, len = body.length; i < len; ++i) {
|
||||
const SUB = Vector.sub(body[i].position, m.pos)
|
||||
const DISTANCE = Vector.magnitude(SUB)
|
||||
if (DISTANCE < range) {
|
||||
const DEPTH = Math.min(range - DISTANCE, 500)
|
||||
const FORCE = Vector.mult(Vector.normalise(SUB), 0.002 * Math.sqrt(DEPTH) * body[i].mass)
|
||||
body[i].force.x += FORCE.x;
|
||||
body[i].force.y += FORCE.y - body[i].mass * simulation.g * 1.5; //kick up a bit to give them some arc
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const me = bullet.length;
|
||||
bullet[me] = Bodies.rectangle(0, 0, 0.015, 0.0015, { //start as a small shape that can't even be seen
|
||||
vertexGoal: [{ x: -40 * harpoonSize, y: 2 * harpoonSize, index: 0, isInternal: false }, { x: -40 * harpoonSize, y: -2 * harpoonSize, index: 1, isInternal: false }, { x: 50 * harpoonSize, y: -3 * harpoonSize, index: 3, isInternal: false }, { x: 30 * harpoonSize, y: 2 * harpoonSize, index: 4, isInternal: false }],
|
||||
density: 0.03, //0.001 is normal
|
||||
restitution: 0,
|
||||
frictionAir: 0,
|
||||
dmg: 0, //damage done in addition to the damage from momentum
|
||||
classType: "bullet",
|
||||
collisionFilter: {
|
||||
category: 0,
|
||||
mask: cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield
|
||||
},
|
||||
minDmgSpeed: 5,
|
||||
beforeDmg(who) {
|
||||
if (tech.isShieldPierce && who.isShielded) { //disable shields
|
||||
who.isShielded = false
|
||||
requestAnimationFrame(() => { who.isShielded = true });
|
||||
}
|
||||
if (who.shield && !tech.isShieldPierce) {
|
||||
for (let i = 0, len = mob.length; i < len; i++) {
|
||||
if (mob[i].id === who.shieldTargetID) { //apply some knock back to shield mob before shield breaks
|
||||
Matter.Body.setVelocity(mob[i], Vector.mult(Vector.normalise(this.velocity), 10));
|
||||
break
|
||||
}
|
||||
}
|
||||
Matter.Body.setVelocity(this, { x: -0.4 * this.velocity.x, y: -0.4 * this.velocity.y });
|
||||
} else {
|
||||
if (tech.fragments && this.speed > 10) {
|
||||
b.targetedNail(this.position, tech.fragments * 13)
|
||||
this.endCycle = 0 //triggers despawn
|
||||
}
|
||||
}
|
||||
},
|
||||
onEnd() {}
|
||||
});
|
||||
m.fireCDcycle = Infinity; // cool down
|
||||
Composite.add(engine.world, bullet[me]); //add bullet to world
|
||||
bullet[me].endCycle = Infinity
|
||||
bullet[me].charge = 0;
|
||||
bullet[me].do = function() {
|
||||
if (m.energy < 0.005 && !tech.isRailEnergyGain) {
|
||||
m.energy += 0.05 + this.charge * 0.2
|
||||
m.fireCDcycle = m.cycle + 120; // cool down if out of energy
|
||||
this.endCycle = 0;
|
||||
b.refundAmmo()
|
||||
return
|
||||
}
|
||||
|
||||
if ((!input.fire && this.charge > 0.6)) { //fire on mouse release or on low energy
|
||||
// if (tech.isDarts) {
|
||||
// for (let i = 0; i < 5; i++) {
|
||||
// b.dart(where, m.angle + 0.1 * i)
|
||||
// b.dart(where, m.angle - 0.1 * i)
|
||||
// }
|
||||
// }
|
||||
Matter.Body.setVertices(this, this.vertexGoal) //take on harpoon shape
|
||||
m.fireCDcycle = m.cycle + 2; // set fire cool down
|
||||
//normal bullet behavior occurs after firing, overwrites this function
|
||||
this.endCycle = simulation.cycle + 140
|
||||
this.collisionFilter.category = cat.bullet
|
||||
Matter.Body.setPosition(this, { x: m.pos.x, y: m.pos.y })
|
||||
Matter.Body.setAngle(this, m.angle)
|
||||
const speed = 120
|
||||
Matter.Body.setVelocity(this, {
|
||||
x: m.Vx / 2 + speed * this.charge * Math.cos(m.angle),
|
||||
y: m.Vy / 2 + speed * this.charge * Math.sin(m.angle)
|
||||
});
|
||||
this.do = function() {
|
||||
this.force.y += this.mass * 0.0003 / this.charge; // low gravity that scales with charge
|
||||
}
|
||||
const KNOCK = ((input.down) ? 0.1 : 0.5) * this.charge * this.charge
|
||||
player.force.x -= KNOCK * Math.cos(m.angle)
|
||||
player.force.y -= KNOCK * Math.sin(m.angle) * 0.35 //reduce knock back in vertical direction to stop super jumps
|
||||
pushAway(1200 * this.charge)
|
||||
} else { // charging on mouse down
|
||||
if (tech.isFireMoveLock) {
|
||||
Matter.Body.setVelocity(player, {
|
||||
x: 0,
|
||||
y: -55 * player.mass * simulation.g //undo gravity before it is added
|
||||
});
|
||||
player.force.x = 0
|
||||
player.force.y = 0
|
||||
}
|
||||
|
||||
m.fireCDcycle = Infinity //can't fire until mouse is released
|
||||
const previousCharge = this.charge
|
||||
//small b.fireCDscale = faster shots, b.fireCDscale=1 = normal shot, big b.fireCDscale = slower chot
|
||||
let smoothRate = tech.isCapacitor ? 0.93 : Math.min(0.998, 0.985 * (0.98 + 0.02 * b.fireCDscale))
|
||||
|
||||
this.charge = this.charge * smoothRate + 1 - smoothRate
|
||||
m.energy += (this.charge - previousCharge) * (tech.isRailEnergyGain ? 10 : -0.5) //energy drain is proportional to charge gained, but doesn't stop normal m.fieldRegen
|
||||
//draw targeting
|
||||
let best;
|
||||
let range = 3000
|
||||
const dir = m.angle
|
||||
const path = [{
|
||||
x: m.pos.x + 20 * Math.cos(dir),
|
||||
y: m.pos.y + 20 * Math.sin(dir)
|
||||
},
|
||||
{
|
||||
x: m.pos.x + range * Math.cos(dir),
|
||||
y: m.pos.y + range * Math.sin(dir)
|
||||
}
|
||||
];
|
||||
const vertexCollision = function(v1, v1End, domain) {
|
||||
for (let i = 0; i < domain.length; ++i) {
|
||||
let vertices = domain[i].vertices;
|
||||
const len = vertices.length - 1;
|
||||
for (let j = 0; j < len; j++) {
|
||||
results = simulation.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
|
||||
if (results.onLine1 && results.onLine2) {
|
||||
const dx = v1.x - results.x;
|
||||
const dy = v1.y - results.y;
|
||||
const dist2 = dx * dx + dy * dy;
|
||||
if (dist2 < best.dist2) {
|
||||
best = {
|
||||
x: results.x,
|
||||
y: results.y,
|
||||
dist2: dist2,
|
||||
who: domain[i],
|
||||
v1: vertices[j],
|
||||
v2: vertices[j + 1]
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
results = simulation.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
|
||||
if (results.onLine1 && results.onLine2) {
|
||||
const dx = v1.x - results.x;
|
||||
const dy = v1.y - results.y;
|
||||
const dist2 = dx * dx + dy * dy;
|
||||
if (dist2 < best.dist2) {
|
||||
best = {
|
||||
x: results.x,
|
||||
y: results.y,
|
||||
dist2: dist2,
|
||||
who: domain[i],
|
||||
v1: vertices[0],
|
||||
v2: vertices[len]
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
//check for collisions
|
||||
best = { x: null, y: null, dist2: Infinity, who: null, v1: null, v2: null };
|
||||
vertexCollision(path[0], path[1], mob);
|
||||
vertexCollision(path[0], path[1], map);
|
||||
vertexCollision(path[0], path[1], body);
|
||||
if (best.dist2 != Infinity) path[path.length - 1] = { x: best.x, y: best.y }; //if hitting something
|
||||
//draw beam
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(path[0].x, path[0].y);
|
||||
ctx.lineTo(path[1].x, path[1].y);
|
||||
ctx.strokeStyle = `rgba(100,0,180,0.7)`;
|
||||
ctx.lineWidth = this.charge * 1
|
||||
ctx.setLineDash([10, 20]);
|
||||
ctx.stroke();
|
||||
ctx.setLineDash([]);
|
||||
//draw magnetic field
|
||||
const X = m.pos.x
|
||||
const Y = m.pos.y
|
||||
const unitVector = { x: Math.cos(m.angle), y: Math.sin(m.angle) }
|
||||
const unitVectorPerp = Vector.perp(unitVector)
|
||||
|
||||
function magField(mag, arc) {
|
||||
ctx.moveTo(X, Y);
|
||||
ctx.bezierCurveTo(
|
||||
X + unitVector.x * mag, Y + unitVector.y * mag,
|
||||
X + unitVector.x * mag + unitVectorPerp.x * arc, Y + unitVector.y * mag + unitVectorPerp.y * arc,
|
||||
X + unitVectorPerp.x * arc, Y + unitVectorPerp.y * arc)
|
||||
ctx.bezierCurveTo(
|
||||
X - unitVector.x * mag + unitVectorPerp.x * arc, Y - unitVector.y * mag + unitVectorPerp.y * arc,
|
||||
X - unitVector.x * mag, Y - unitVector.y * mag,
|
||||
X, Y)
|
||||
}
|
||||
ctx.fillStyle = `rgba(50,0,100,0.05)`;
|
||||
for (let i = 3; i < 7; i++) {
|
||||
const MAG = 8 * i * i * this.charge * (0.93 + 0.07 * Math.random())
|
||||
const ARC = 6 * i * i * this.charge * (0.93 + 0.07 * Math.random())
|
||||
ctx.beginPath();
|
||||
magField(MAG, ARC)
|
||||
magField(MAG, -ARC)
|
||||
ctx.fill();
|
||||
}
|
||||
}
|
||||
}
|
||||
// } else {
|
||||
|
||||
// // if (true) { //grappling hook, not working really
|
||||
// // if (m.immuneCycle < m.cycle + 60) m.immuneCycle = m.cycle + tech.collisionImmuneCycles; //player is immune to damage for 30 cycles
|
||||
// // b.harpoon(where, closest.target, m.angle, harpoonSize, false, 15)
|
||||
// // m.fireCDcycle = m.cycle + 50 * b.fireCDscale; // cool down
|
||||
// // const speed = 50
|
||||
// // const velocity = { x: speed * Math.cos(m.angle), y: speed * Math.sin(m.angle) }
|
||||
// // Matter.Body.setVelocity(player, velocity);
|
||||
|
||||
// // } else {
|
||||
|
||||
// for (let i = 0, len = mob.length; i < len; ++i) {
|
||||
// if (mob[i].alive && !mob[i].isBadTarget && Matter.Query.ray(map, m.pos, mob[i].position).length === 0) {
|
||||
// const dot = Vector.dot(dir, Vector.normalise(Vector.sub(mob[i].position, m.pos))) //the dot product of diff and dir will return how much over lap between the vectors
|
||||
// const dist = Vector.magnitude(Vector.sub(where, mob[i].position))
|
||||
// if (dist < closest.distance && dot > 0.95 && dist * dot * dot * dot * dot > 880) { //target closest mob that player is looking at and isn't too close to target
|
||||
// closest.distance = dist
|
||||
// closest.target = mob[i]
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// b.harpoon(where, closest.target, m.angle, harpoonSize, false, 15)
|
||||
// m.fireCDcycle = m.cycle + 50 * b.fireCDscale; // cool down
|
||||
// }
|
||||
} else if (tech.extraHarpoons) {
|
||||
if (tech.extraHarpoons && !input.down) {
|
||||
const range = 450 * (tech.isFilament ? 1 + 0.005 * Math.min(110, this.ammo) : 1)
|
||||
let targetCount = 0
|
||||
for (let i = 0, len = mob.length; i < len; ++i) {
|
||||
@@ -5879,14 +5803,234 @@ const b = {
|
||||
}
|
||||
}
|
||||
}
|
||||
b.harpoon(where, closest.target, m.angle, harpoonSize, true, totalCycles)
|
||||
b.harpoon(where, closest.target, m.angle, harpoonSize, !input.down, totalCycles)
|
||||
m.fireCDcycle = m.cycle + 90 //Infinity; // cool down
|
||||
}
|
||||
const recoil = Vector.mult(Vector.normalise(Vector.sub(where, m.pos)), input.down ? 0.015 : 0.035)
|
||||
player.force.x -= recoil.x
|
||||
player.force.y -= recoil.y
|
||||
tech.harpoonDensity = 0.008
|
||||
}
|
||||
tech.harpoonDensity = 0.006 //0.001 is normal for blocks, 0.006 is normal for harpoon, 0.006*6 when buffed
|
||||
},
|
||||
// railGun2() {
|
||||
// const where = {
|
||||
// x: m.pos.x + 30 * Math.cos(m.angle),
|
||||
// y: m.pos.y + 30 * Math.sin(m.angle)
|
||||
// }
|
||||
// const closest = {
|
||||
// distance: 10000,
|
||||
// target: null
|
||||
// }
|
||||
// //look for closest mob in player's LoS
|
||||
// const dir = { x: Math.cos(m.angle), y: Math.sin(m.angle) }; //make a vector for the player's direction of length 1; used in dot product
|
||||
// const harpoonSize = tech.isLargeHarpoon ? 1 + 0.1 * Math.sqrt(this.ammo) : 1
|
||||
// const totalCycles = 7 * (tech.isFilament ? 1 + 0.01 * Math.min(110, this.ammo) : 1) * Math.sqrt(harpoonSize)
|
||||
|
||||
// function pushAway(range) { //push away blocks when firing
|
||||
// for (let i = 0, len = mob.length; i < len; ++i) {
|
||||
// const SUB = Vector.sub(mob[i].position, m.pos)
|
||||
// const DISTANCE = Vector.magnitude(SUB)
|
||||
// if (DISTANCE < range) {
|
||||
// const DEPTH = Math.min(range - DISTANCE, 1500)
|
||||
// const FORCE = Vector.mult(Vector.normalise(SUB), 0.001 * Math.sqrt(DEPTH) * mob[i].mass)
|
||||
// mob[i].force.x += FORCE.x;
|
||||
// mob[i].force.y += FORCE.y;
|
||||
// }
|
||||
// }
|
||||
// for (let i = 0, len = body.length; i < len; ++i) {
|
||||
// const SUB = Vector.sub(body[i].position, m.pos)
|
||||
// const DISTANCE = Vector.magnitude(SUB)
|
||||
// if (DISTANCE < range) {
|
||||
// const DEPTH = Math.min(range - DISTANCE, 500)
|
||||
// const FORCE = Vector.mult(Vector.normalise(SUB), 0.002 * Math.sqrt(DEPTH) * body[i].mass)
|
||||
// body[i].force.x += FORCE.x;
|
||||
// body[i].force.y += FORCE.y - body[i].mass * simulation.g * 1.5; //kick up a bit to give them some arc
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
|
||||
// const me = bullet.length;
|
||||
// bullet[me] = Bodies.rectangle(0, 0, 0.015, 0.0015, { //start as a small shape that can't even be seen
|
||||
// vertexGoal: [{ x: -40 * harpoonSize, y: 2 * harpoonSize, index: 0, isInternal: false }, { x: -40 * harpoonSize, y: -2 * harpoonSize, index: 1, isInternal: false }, { x: 50 * harpoonSize, y: -3 * harpoonSize, index: 3, isInternal: false }, { x: 30 * harpoonSize, y: 2 * harpoonSize, index: 4, isInternal: false }],
|
||||
// density: 0.03, //0.001 is normal
|
||||
// restitution: 0,
|
||||
// frictionAir: 0,
|
||||
// dmg: 0, //damage done in addition to the damage from momentum
|
||||
// classType: "bullet",
|
||||
// collisionFilter: {
|
||||
// category: 0,
|
||||
// mask: cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield
|
||||
// },
|
||||
// minDmgSpeed: 5,
|
||||
// beforeDmg(who) {
|
||||
// if (tech.isShieldPierce && who.isShielded) { //disable shields
|
||||
// who.isShielded = false
|
||||
// requestAnimationFrame(() => { who.isShielded = true });
|
||||
// }
|
||||
// if (who.shield && !tech.isShieldPierce) {
|
||||
// for (let i = 0, len = mob.length; i < len; i++) {
|
||||
// if (mob[i].id === who.shieldTargetID) { //apply some knock back to shield mob before shield breaks
|
||||
// Matter.Body.setVelocity(mob[i], Vector.mult(Vector.normalise(this.velocity), 10));
|
||||
// break
|
||||
// }
|
||||
// }
|
||||
// Matter.Body.setVelocity(this, { x: -0.4 * this.velocity.x, y: -0.4 * this.velocity.y });
|
||||
// } else {
|
||||
// if (tech.fragments && this.speed > 10) {
|
||||
// b.targetedNail(this.position, tech.fragments * 13)
|
||||
// this.endCycle = 0 //triggers despawn
|
||||
// }
|
||||
// }
|
||||
// },
|
||||
// onEnd() {}
|
||||
// });
|
||||
// m.fireCDcycle = Infinity; // cool down
|
||||
// Composite.add(engine.world, bullet[me]); //add bullet to world
|
||||
// bullet[me].endCycle = Infinity
|
||||
// bullet[me].charge = 0;
|
||||
// bullet[me].do = function() {
|
||||
// if ((m.energy < 0.005 && !tech.isRailEnergyGain) || (!input.down && !tech.isRailGun)) {
|
||||
// m.energy += 0.05 + this.charge * 0.2
|
||||
// m.fireCDcycle = m.cycle + 120; // cool down if out of energy
|
||||
// this.endCycle = 0;
|
||||
// b.refundAmmo()
|
||||
// return
|
||||
// }
|
||||
|
||||
// if ((!input.fire && this.charge > 0.6)) { //fire on mouse release or on low energy
|
||||
// Matter.Body.setVertices(this, this.vertexGoal) //take on harpoon shape
|
||||
// m.fireCDcycle = m.cycle + 2; // set fire cool down
|
||||
// //normal bullet behavior occurs after firing, overwrites this function
|
||||
// this.endCycle = simulation.cycle + 140
|
||||
// this.collisionFilter.category = cat.bullet
|
||||
// Matter.Body.setPosition(this, { x: m.pos.x, y: m.pos.y })
|
||||
// Matter.Body.setAngle(this, m.angle)
|
||||
// const speed = 120
|
||||
// Matter.Body.setVelocity(this, {
|
||||
// x: m.Vx / 2 + speed * this.charge * Math.cos(m.angle),
|
||||
// y: m.Vy / 2 + speed * this.charge * Math.sin(m.angle)
|
||||
// });
|
||||
// this.do = function() {
|
||||
// this.force.y += this.mass * 0.0003 / this.charge; // low gravity that scales with charge
|
||||
// }
|
||||
// const KNOCK = ((input.down) ? 0.1 : 0.5) * this.charge * this.charge
|
||||
// player.force.x -= KNOCK * Math.cos(m.angle)
|
||||
// player.force.y -= KNOCK * Math.sin(m.angle) * 0.35 //reduce knock back in vertical direction to stop super jumps
|
||||
// pushAway(1200 * this.charge)
|
||||
// } else { // charging on mouse down
|
||||
// if (tech.isFireMoveLock) {
|
||||
// Matter.Body.setVelocity(player, {
|
||||
// x: 0,
|
||||
// y: -55 * player.mass * simulation.g //undo gravity before it is added
|
||||
// });
|
||||
// player.force.x = 0
|
||||
// player.force.y = 0
|
||||
// }
|
||||
|
||||
// m.fireCDcycle = Infinity //can't fire until mouse is released
|
||||
// const previousCharge = this.charge
|
||||
// //small b.fireCDscale = faster shots, b.fireCDscale=1 = normal shot, big b.fireCDscale = slower chot
|
||||
// let smoothRate = tech.isCapacitor ? 0.85 : Math.min(0.998, 0.985 * (0.98 + 0.02 * b.fireCDscale))
|
||||
|
||||
// this.charge = this.charge * smoothRate + 1 - smoothRate
|
||||
// m.energy += (this.charge - previousCharge) * (tech.isRailEnergyGain ? 1 : -0.25) //energy drain is proportional to charge gained, but doesn't stop normal m.fieldRegen
|
||||
// //draw targeting
|
||||
// let best;
|
||||
// let range = 3000
|
||||
// const dir = m.angle
|
||||
// const path = [{
|
||||
// x: m.pos.x + 20 * Math.cos(dir),
|
||||
// y: m.pos.y + 20 * Math.sin(dir)
|
||||
// },
|
||||
// {
|
||||
// x: m.pos.x + range * Math.cos(dir),
|
||||
// y: m.pos.y + range * Math.sin(dir)
|
||||
// }
|
||||
// ];
|
||||
// const vertexCollision = function(v1, v1End, domain) {
|
||||
// for (let i = 0; i < domain.length; ++i) {
|
||||
// let vertices = domain[i].vertices;
|
||||
// const len = vertices.length - 1;
|
||||
// for (let j = 0; j < len; j++) {
|
||||
// results = simulation.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
|
||||
// if (results.onLine1 && results.onLine2) {
|
||||
// const dx = v1.x - results.x;
|
||||
// const dy = v1.y - results.y;
|
||||
// const dist2 = dx * dx + dy * dy;
|
||||
// if (dist2 < best.dist2) {
|
||||
// best = {
|
||||
// x: results.x,
|
||||
// y: results.y,
|
||||
// dist2: dist2,
|
||||
// who: domain[i],
|
||||
// v1: vertices[j],
|
||||
// v2: vertices[j + 1]
|
||||
// };
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// results = simulation.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
|
||||
// if (results.onLine1 && results.onLine2) {
|
||||
// const dx = v1.x - results.x;
|
||||
// const dy = v1.y - results.y;
|
||||
// const dist2 = dx * dx + dy * dy;
|
||||
// if (dist2 < best.dist2) {
|
||||
// best = {
|
||||
// x: results.x,
|
||||
// y: results.y,
|
||||
// dist2: dist2,
|
||||
// who: domain[i],
|
||||
// v1: vertices[0],
|
||||
// v2: vertices[len]
|
||||
// };
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// };
|
||||
|
||||
// //check for collisions
|
||||
// best = { x: null, y: null, dist2: Infinity, who: null, v1: null, v2: null };
|
||||
// vertexCollision(path[0], path[1], mob);
|
||||
// vertexCollision(path[0], path[1], map);
|
||||
// vertexCollision(path[0], path[1], body);
|
||||
// if (best.dist2 != Infinity) path[path.length - 1] = { x: best.x, y: best.y }; //if hitting something
|
||||
// //draw beam
|
||||
// ctx.beginPath();
|
||||
// ctx.moveTo(path[0].x, path[0].y);
|
||||
// ctx.lineTo(path[1].x, path[1].y);
|
||||
// ctx.strokeStyle = `rgba(100,0,180,0.7)`;
|
||||
// ctx.lineWidth = this.charge * 1
|
||||
// ctx.setLineDash([10, 20]);
|
||||
// ctx.stroke();
|
||||
// ctx.setLineDash([]);
|
||||
// //draw magnetic field
|
||||
// const X = m.pos.x
|
||||
// const Y = m.pos.y
|
||||
// const unitVector = { x: Math.cos(m.angle), y: Math.sin(m.angle) }
|
||||
// const unitVectorPerp = Vector.perp(unitVector)
|
||||
|
||||
// function magField(mag, arc) {
|
||||
// ctx.moveTo(X, Y);
|
||||
// ctx.bezierCurveTo(
|
||||
// X + unitVector.x * mag, Y + unitVector.y * mag,
|
||||
// X + unitVector.x * mag + unitVectorPerp.x * arc, Y + unitVector.y * mag + unitVectorPerp.y * arc,
|
||||
// X + unitVectorPerp.x * arc, Y + unitVectorPerp.y * arc)
|
||||
// ctx.bezierCurveTo(
|
||||
// X - unitVector.x * mag + unitVectorPerp.x * arc, Y - unitVector.y * mag + unitVectorPerp.y * arc,
|
||||
// X - unitVector.x * mag, Y - unitVector.y * mag,
|
||||
// X, Y)
|
||||
// }
|
||||
// ctx.fillStyle = `rgba(50,0,100,0.05)`;
|
||||
// for (let i = 3; i < 7; i++) {
|
||||
// const MAG = 8 * i * i * this.charge * (0.93 + 0.07 * Math.random())
|
||||
// const ARC = 6 * i * i * this.charge * (0.93 + 0.07 * Math.random())
|
||||
// ctx.beginPath();
|
||||
// magField(MAG, ARC)
|
||||
// magField(MAG, -ARC)
|
||||
// ctx.fill();
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// },
|
||||
}, {
|
||||
name: "mine",
|
||||
description: "toss a <strong>proximity</strong> mine that <strong>sticks</strong> to walls<br>refund <strong>undetonated</strong> mines on <strong>exiting</strong> a level", //fires <strong>nails</strong> at mobs within range
|
||||
|
||||
29
js/level.js
29
js/level.js
@@ -17,20 +17,20 @@ const level = {
|
||||
// simulation.isHorizontalFlipped = true
|
||||
// m.setField("time dilation")
|
||||
// b.giveGuns("harpoon")
|
||||
// for (let i = 0; i < 100; i++) tech.giveTech("slow light")
|
||||
// tech.giveTech("tungsten carbide")
|
||||
// tech.giveTech("unaaq")
|
||||
// tech.giveTech("railgun")
|
||||
// tech.giveTech("capacitor bank")
|
||||
// tech.giveTech("half-wave rectifier")
|
||||
// for (let i = 0; i < 1; i++) tech.giveTech("reticulum")
|
||||
// for (let i = 0; i < 2; i++) powerUps.directSpawn(0, 0, "tech");
|
||||
// tech.giveTech("tinsellated flagella")
|
||||
// for (let i = 0; i < 3; i++) tech.giveTech("undefined")
|
||||
// tech.giveTech("decoherence")
|
||||
// for (let i = 10; i < tech.tech.length; i++) { tech.tech[i].isBanished = true }
|
||||
// powerUps.research.changeRerolls(100000)
|
||||
// for (let i = 0; i < 1; i++) tech.giveTech("reticulum")
|
||||
// for (let i = 0; i < 2; i++) tech.giveTech("laser-bot")
|
||||
// tech.tech[297].frequency = 100
|
||||
|
||||
// m.immuneCycle = Infinity //you can't take damage
|
||||
// level.difficultyIncrease(15) //30 is near max on hard //60 is near max on why
|
||||
// level.difficultyIncrease(8) //30 is near max on hard //60 is near max on why
|
||||
// simulation.enableConstructMode() //used to build maps in testing mode
|
||||
// level.reactor();
|
||||
// level.testing(); //not in rotation, used for testing
|
||||
@@ -128,30 +128,29 @@ const level = {
|
||||
m.dmgScale = 1; //damage done by player decreases each level
|
||||
simulation.accelScale = 1 //mob acceleration increases each level
|
||||
simulation.CDScale = 1 //mob CD time decreases each level
|
||||
simulation.dmgScale = 0.375 * simulation.difficulty //damage done by mobs increases each level
|
||||
simulation.dmgScale = Math.max(0.1, 0.35 * simulation.difficulty) //damage done by mobs scales with total levels
|
||||
simulation.healScale = 1 / (1 + simulation.difficulty * 0.055) //a higher denominator makes for lower heals // m.health += heal * simulation.healScale;
|
||||
},
|
||||
difficultyIncrease(num = 1) {
|
||||
for (let i = 0; i < num; i++) {
|
||||
simulation.difficulty++
|
||||
m.dmgScale *= 0.92; //damage done by player decreases each level
|
||||
m.dmgScale *= 0.925; //damage done by player decreases each level
|
||||
if (simulation.accelScale < 6) simulation.accelScale *= 1.025 //mob acceleration increases each level
|
||||
if (simulation.CDScale > 0.15) simulation.CDScale *= 0.965 //mob CD time decreases each level
|
||||
}
|
||||
simulation.dmgScale = 0.375 * simulation.difficulty //damage done by mobs scales with total levels
|
||||
simulation.dmgScale = Math.max(0.1, 0.35 * simulation.difficulty) //damage done by mobs scales with total levels
|
||||
simulation.healScale = 1 / (1 + simulation.difficulty * 0.055) //a higher denominator makes for lower heals // m.health += heal * simulation.healScale;
|
||||
// console.log(`CD = ${simulation.CDScale}`)
|
||||
},
|
||||
difficultyDecrease(num = 1) { //used in easy mode for simulation.reset()
|
||||
for (let i = 0; i < num; i++) {
|
||||
simulation.difficulty--
|
||||
m.dmgScale /= 0.92; //damage done by player decreases each level
|
||||
m.dmgScale /= 0.925; //damage done by player decreases each level
|
||||
if (simulation.accelScale > 1) simulation.accelScale /= 1.025 //mob acceleration increases each level
|
||||
if (simulation.CDScale < 1) simulation.CDScale /= 0.965 //mob CD time decreases each level
|
||||
}
|
||||
if (simulation.difficulty < 1) simulation.difficulty = 0;
|
||||
simulation.dmgScale = 0.375 * simulation.difficulty //damage done by mobs scales with total levels
|
||||
if (simulation.dmgScale < 0.1) simulation.dmgScale = 0.1;
|
||||
simulation.dmgScale = Math.max(0.1, 0.35 * simulation.difficulty) //damage done by mobs scales with total levels
|
||||
simulation.healScale = 1 / (1 + simulation.difficulty * 0.055)
|
||||
},
|
||||
difficultyText() {
|
||||
@@ -2701,11 +2700,11 @@ const level = {
|
||||
if (!isSpawnedBoss) {
|
||||
isSpawnedBoss = true
|
||||
if (Math.random() < 0.33) {
|
||||
for (let i = 0, len = Math.min(simulation.difficulty / 20, 5); i < len; ++i) spawn.bounceBoss(1487 + 200 * i, -1525, 80, false);
|
||||
for (let i = 0, len = Math.min(simulation.difficulty / 20, 6); i < len; ++i) spawn.bounceBoss(1487 + 200 * i, -1525, 80, false);
|
||||
} else if (Math.random() < 0.5) {
|
||||
for (let i = 0, len = Math.min(simulation.difficulty / 10, 10); i < len; ++i) spawn.sprayBoss(2400 - 150 * i, -225, 30, false)
|
||||
for (let i = 0, len = Math.min(simulation.difficulty / 9, 8); i < len; ++i) spawn.sprayBoss(2400 - 150 * i, -225, 30, false)
|
||||
} else {
|
||||
for (let i = 0, len = Math.min(simulation.difficulty / 8, 10); i < len; ++i) spawn.mineBoss(1950, -250, 50, false);
|
||||
for (let i = 0, len = Math.min(simulation.difficulty / 6, 10); i < len; ++i) spawn.mineBoss(1950, -250, 50, false);
|
||||
}
|
||||
// for (let i = 0, len = 3 + simulation.difficulty / 20; i < len; ++i) spawn.mantisBoss(1487 + 300 * i, -1525, 35, false)
|
||||
}
|
||||
|
||||
@@ -2970,9 +2970,9 @@ const m = {
|
||||
Matter.Composite.remove(engine.world, body[i]);
|
||||
body.splice(i, 1);
|
||||
m.fieldRange *= 0.8
|
||||
if (tech.isWormholeEnergy) m.energy += 0.63
|
||||
if (tech.isWormholeEnergy) m.energy += 0.53
|
||||
if (tech.isWormholeSpores) { //pandimensional spermia
|
||||
for (let i = 0, len = Math.ceil(3 * (tech.isSporeWorm ? 0.5 : 1) * Math.random()); i < len; i++) {
|
||||
for (let i = 0, len = Math.ceil(2.5 * (tech.isSporeWorm ? 0.5 : 1) * Math.random()); i < len; i++) {
|
||||
if (tech.isSporeWorm) {
|
||||
b.worm(Vector.add(m.hole.pos2, Vector.rotate({
|
||||
x: m.fieldRange * 0.4,
|
||||
@@ -3004,9 +3004,9 @@ const m = {
|
||||
body.splice(i, 1);
|
||||
m.fieldRange *= 0.8
|
||||
// if (tech.isWormholeEnergy && m.energy < m.maxEnergy * 2) m.energy = m.maxEnergy * 2
|
||||
if (tech.isWormholeEnergy && m.immuneCycle < m.cycle) m.energy += 0.63
|
||||
if (tech.isWormholeEnergy && m.immuneCycle < m.cycle) m.energy += 0.53
|
||||
if (tech.isWormholeSpores) { //pandimensional spermia
|
||||
for (let i = 0, len = Math.ceil(3 * (tech.isSporeWorm ? 0.5 : 1) * Math.random()); i < len; i++) {
|
||||
for (let i = 0, len = Math.ceil(2.5 * (tech.isSporeWorm ? 0.5 : 1) * Math.random()); i < len; i++) {
|
||||
if (tech.isSporeWorm) {
|
||||
b.worm(Vector.add(m.hole.pos1, Vector.rotate({
|
||||
x: m.fieldRange * 0.4,
|
||||
|
||||
@@ -652,6 +652,7 @@ const simulation = {
|
||||
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
|
||||
if (b.guns[i].name === "nail gun") b.guns[i].chooseFireMethod()
|
||||
if (b.guns[i].name === "super balls") b.guns[i].chooseFireMethod()
|
||||
if (b.guns[i].name === "harpoon") b.guns[i].chooseFireMethod()
|
||||
}
|
||||
tech.dynamoBotCount = 0;
|
||||
tech.nailBotCount = 0;
|
||||
@@ -949,7 +950,7 @@ const simulation = {
|
||||
|
||||
if (!(m.cycle % 420)) { //once every 7 seconds
|
||||
if (tech.isZeno) {
|
||||
m.health *= 0.9167 //remove 1/12
|
||||
m.health *= 0.93 //remove 7%
|
||||
m.displayHealth();
|
||||
}
|
||||
if (tech.cyclicImmunity && m.immuneCycle < m.cycle + tech.cyclicImmunity) m.immuneCycle = m.cycle + tech.cyclicImmunity; //player is immune to damage for 60 cycles
|
||||
|
||||
17
js/spawn.js
17
js/spawn.js
@@ -3532,7 +3532,7 @@ const spawn = {
|
||||
me.isBoss = true;
|
||||
me.inertia = Infinity; //no rotation
|
||||
// me.accelMag = 0.00008 + 0.00007 * simulation.accelScale;
|
||||
me.burstFireFreq = 20 + Math.floor(20 * simulation.CDScale)
|
||||
me.burstFireFreq = 22 + Math.floor(22 * simulation.CDScale)
|
||||
me.burstTotalPhases = 4 + Math.floor(2 / simulation.CDScale)
|
||||
me.noFireTotalCycles = 390
|
||||
me.frictionStatic = 0;
|
||||
@@ -3602,10 +3602,10 @@ const spawn = {
|
||||
}
|
||||
}
|
||||
if (this.phaseCycle > -1) {
|
||||
Matter.Body.rotate(this, 0.08)
|
||||
Matter.Body.rotate(this, 0.02)
|
||||
for (let i = 0, len = this.vertices.length; i < len; i++) { //fire a bullet from each vertex
|
||||
spawn.sniperBullet(this.vertices[i].x, this.vertices[i].y, 8, 4);
|
||||
const velocity = Vector.mult(Vector.normalise(Vector.sub(this.position, this.vertices[i])), -26)
|
||||
const velocity = Vector.mult(Vector.normalise(Vector.sub(this.position, this.vertices[i])), -20)
|
||||
Matter.Body.setVelocity(mob[mob.length - 1], {
|
||||
x: velocity.x,
|
||||
y: velocity.y
|
||||
@@ -3683,10 +3683,10 @@ const spawn = {
|
||||
// this.isInvulnerable = true
|
||||
// this.damageReduction = 0
|
||||
} else {
|
||||
if (Math.abs(this.velocity.y) < 10) {
|
||||
if (Math.abs(this.velocity.y) < 11) {
|
||||
Matter.Body.setVelocity(this, { x: this.velocity.x, y: this.velocity.y * 1.03 });
|
||||
}
|
||||
if (Math.abs(this.velocity.x) < 7) {
|
||||
if (Math.abs(this.velocity.x) < 8) {
|
||||
Matter.Body.setVelocity(this, { x: this.velocity.x * 1.03, y: this.velocity.y });
|
||||
}
|
||||
}
|
||||
@@ -3729,6 +3729,7 @@ const spawn = {
|
||||
me.explodeRange = 200 + 150 * Math.random()
|
||||
me.isExploding = false
|
||||
me.countDown = Math.ceil(4 * Math.random())
|
||||
me.isInvulnerable = true //not actually invulnerable, just prevents block + ice-9 interaction
|
||||
|
||||
// me.onHit = function() {
|
||||
// this.isExploding = true
|
||||
@@ -3749,9 +3750,9 @@ const spawn = {
|
||||
this.death();
|
||||
//hit player
|
||||
if (Vector.magnitude(Vector.sub(this.position, player.position)) < this.explodeRange) {
|
||||
m.damage(0.008 * simulation.dmgScale);
|
||||
const DRAIN = 0.08 * (tech.isRadioactiveResistance ? 0.25 : 1)
|
||||
if (m.energy > DRAIN) m.energy -= DRAIN
|
||||
m.damage(0.01 * simulation.dmgScale * (tech.isRadioactiveResistance ? 0.25 : 1));
|
||||
m.energy -= 0.1 * (tech.isRadioactiveResistance ? 0.25 : 1)
|
||||
if (m.energy < 0) m.energy = 0
|
||||
}
|
||||
// mob[i].isInvulnerable = false //make mineBoss not invulnerable ?
|
||||
const range = this.explodeRange + 50 //mines get a slightly larger range to explode
|
||||
|
||||
790
js/tech.js
790
js/tech.js
@@ -2454,7 +2454,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "Zeno's paradox",
|
||||
description: "reduce <strong class='color-harm'>harm</strong> by <strong>85%</strong>, but every <strong>5</strong> seconds<br>remove <strong>1/12</strong> of your current <strong class='color-h'>health</strong>",
|
||||
description: "reduce <strong class='color-harm'>harm</strong> by <strong>85%</strong>, but every <strong>5</strong> seconds<br>remove <strong>7%</strong> of your current <strong class='color-h'>health</strong>",
|
||||
// description: "every <strong>5</strong> seconds remove <strong>1/10</strong> of your <strong class='color-h'>health</strong><br>reduce <strong class='color-harm'>harm</strong> by <strong>90%</strong>",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
@@ -3654,25 +3654,6 @@ const tech = {
|
||||
tech.isNeedleIce = false
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "ceramics",
|
||||
description: `<strong>needles</strong> and <strong>harpoons</strong> pierce <strong>shields</strong><br>directly <strong class='color-d'>damaging</strong> shielded mobs`,
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
allowed() {
|
||||
return tech.haveGunCheck("harpoon") || (tech.isNeedles || tech.isNeedleShot)
|
||||
},
|
||||
requires: "nail gun, needle gun, needle-shot, harpoon",
|
||||
effect() {
|
||||
tech.isShieldPierce = true
|
||||
},
|
||||
remove() {
|
||||
tech.isShieldPierce = false
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "nanowires",
|
||||
description: `<strong>needles</strong> tunnel through <strong class='color-block'>blocks</strong> and <strong>map</strong><br>increase needle <strong class='color-d'>damage</strong> by <strong>20%</strong>`,
|
||||
@@ -4218,6 +4199,25 @@ const tech = {
|
||||
tech.isIceShot = false;
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "incendiary ammunition",
|
||||
description: "<strong>shotgun</strong>, <strong>super balls</strong>, and <strong>drones</strong><br>are loaded with <strong class='color-e'>explosives</strong>",
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 1,
|
||||
frequencyDefault: 1,
|
||||
allowed() {
|
||||
return ((m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && !(tech.isDroneTeleport || tech.isDroneRadioactive || tech.isSporeField || tech.isMissileField || tech.isIceField)) || (tech.haveGunCheck("drones") && !tech.isForeverDrones && !tech.isDroneRadioactive && !tech.isDroneTeleport) || tech.haveGunCheck("super balls") || tech.haveGunCheck("shotgun")) && !tech.isNailShot && !tech.isIceShot && !tech.isFoamShot && !tech.isWormShot && !tech.isNeedleShot
|
||||
},
|
||||
requires: "super balls, basic or slug shotgun, drones, not irradiated drones or burst drones",
|
||||
effect() {
|
||||
tech.isIncendiary = true
|
||||
},
|
||||
remove() {
|
||||
tech.isIncendiary = false;
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "supertemporal",
|
||||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Temporal_paradox' class="link">supertemporal</a>`,
|
||||
@@ -4409,8 +4409,8 @@ const tech = {
|
||||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||||
if (b.guns[i].name === "matter wave") {
|
||||
b.guns[i].chooseFireMethod()
|
||||
b.guns[i].ammoPack = b.guns[i].defaultAmmoPack / 8
|
||||
b.guns[i].ammo = Math.ceil(b.guns[i].ammo / 8);
|
||||
b.guns[i].ammoPack = b.guns[i].defaultAmmoPack / 9
|
||||
b.guns[i].ammo = Math.ceil(b.guns[i].ammo / 9);
|
||||
simulation.updateGunHUD();
|
||||
break
|
||||
}
|
||||
@@ -4423,7 +4423,7 @@ const tech = {
|
||||
tech.isLongitudinal = false;
|
||||
b.guns[i].chooseFireMethod()
|
||||
b.guns[i].ammoPack = b.guns[i].defaultAmmoPack
|
||||
b.guns[i].ammo = Math.ceil(b.guns[i].ammo * 8);
|
||||
b.guns[i].ammo = Math.ceil(b.guns[i].ammo * 9);
|
||||
simulation.updateGunHUD();
|
||||
break
|
||||
}
|
||||
@@ -4512,6 +4512,164 @@ const tech = {
|
||||
}
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "iridium-192",
|
||||
description: "<strong class='color-e'>explosions</strong> release <strong class='color-p'>gamma radiation</strong><br><strong>100%</strong> more <strong class='color-d'>damage</strong>, but over 4 seconds",
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
allowed() {
|
||||
return tech.explosiveRadius === 1 && !tech.isSmallExplosion && (tech.haveGunCheck("missiles") || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.isPulseLaser || tech.isMissileField || tech.boomBotCount > 1 || tech.isTokamak)
|
||||
},
|
||||
requires: "an explosive damage source, not ammonium nitrate or nitroglycerin",
|
||||
effect: () => {
|
||||
tech.isExplodeRadio = true; //iridium-192
|
||||
},
|
||||
remove() {
|
||||
tech.isExplodeRadio = false;
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "fragmentation",
|
||||
description: "some <strong class='color-e'>detonations</strong> and collisions eject <strong>nails</strong><br><em style = 'font-size: 90%'>blocks, grenades, missiles, slugs, harpoon</em>",
|
||||
isGunTech: true,
|
||||
maxCount: 9,
|
||||
count: 0,
|
||||
frequency: 1,
|
||||
frequencyDefault: 1,
|
||||
allowed() {
|
||||
return tech.haveGunCheck("harpoon") || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.haveGunCheck("missiles") || tech.missileBotCount || (tech.haveGunCheck("shotgun") && tech.isSlugShot) || tech.blockDamage > 0.075
|
||||
},
|
||||
requires: "grenades, missiles, shotgun slugs, harpoon, or mass driver",
|
||||
effect() {
|
||||
tech.fragments++
|
||||
},
|
||||
remove() {
|
||||
tech.fragments = 0
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "ammonium nitrate",
|
||||
description: "increase <strong class='color-e'>explosive</strong> <strong class='color-d'>damage</strong> by <strong>27%</strong><br>increase <strong class='color-e'>explosive</strong> <strong>radius</strong> by <strong>27%</strong>",
|
||||
isGunTech: true,
|
||||
maxCount: 9,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
allowed() {
|
||||
return !tech.isExplodeRadio && tech.hasExplosiveDamageCheck()
|
||||
},
|
||||
requires: "an explosive damage source, not iridium-192",
|
||||
effect: () => {
|
||||
tech.explosiveRadius += 0.27;
|
||||
},
|
||||
remove() {
|
||||
tech.explosiveRadius = 1;
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "nitroglycerin",
|
||||
description: "increase <strong class='color-e'>explosive</strong> <strong class='color-d'>damage</strong> by <strong>66%</strong><br>decrease <strong class='color-e'>explosive</strong> <strong>radius</strong> by <strong>33%</strong>",
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
allowed() {
|
||||
return !tech.isExplodeRadio && tech.hasExplosiveDamageCheck()
|
||||
},
|
||||
requires: "an explosive damage source, not iridium-192",
|
||||
effect: () => {
|
||||
tech.isSmallExplosion = true;
|
||||
},
|
||||
remove() {
|
||||
tech.isSmallExplosion = false;
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "acetone peroxide",
|
||||
description: "increase <strong class='color-e'>explosive</strong> <strong>radius</strong> by <strong>80%</strong>, but<br>you take <strong>200%</strong> more <strong class='color-harm'>harm</strong> from <strong class='color-e'>explosions</strong>",
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
isBadRandomOption: true,
|
||||
allowed() {
|
||||
return tech.hasExplosiveDamageCheck()
|
||||
},
|
||||
requires: "an explosive damage source",
|
||||
effect: () => {
|
||||
tech.isExplosionHarm = true;
|
||||
},
|
||||
remove() {
|
||||
tech.isExplosionHarm = false;
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "shock wave",
|
||||
description: "<strong class='color-e'>explosions</strong> <strong>stun</strong> mobs for <strong>1-2</strong> seconds<br>decrease <strong class='color-e'>explosive</strong> <strong class='color-d'>damage</strong> by <strong>30%</strong>",
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 1,
|
||||
frequencyDefault: 1,
|
||||
allowed() {
|
||||
return !tech.isExplodeRadio && tech.hasExplosiveDamageCheck()
|
||||
},
|
||||
requires: "an explosive damage source, not iridium-192",
|
||||
effect() {
|
||||
tech.isExplosionStun = true;
|
||||
},
|
||||
remove() {
|
||||
tech.isExplosionStun = false;
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "controlled explosion",
|
||||
description: `use ${powerUps.orb.research(3)} to dynamically <strong>reduce</strong> all<br><strong class='color-e'>explosions</strong> until they do no <strong class='color-harm'>harm</strong>`,
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
allowed() {
|
||||
return !tech.isImmuneExplosion && (build.isExperimentSelection || powerUps.research.count > 2) && (tech.haveGunCheck("missiles") || tech.isMissileField || tech.missileBotCount > 0 || tech.isIncendiary || tech.isPulseLaser || tech.isTokamak || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb))
|
||||
},
|
||||
requires: "an explosive damage source, not electric reactive armor",
|
||||
effect: () => {
|
||||
tech.isSmartRadius = true;
|
||||
for (let i = 0; i < 3; i++) {
|
||||
if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1)
|
||||
}
|
||||
},
|
||||
remove() {
|
||||
tech.isSmartRadius = false;
|
||||
if (this.count > 0) powerUps.research.changeRerolls(3)
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "electric reactive armor",
|
||||
// description: "<strong class='color-e'>explosions</strong> do no <strong class='color-harm'>harm</strong><br> while your <strong class='color-f'>energy</strong> is above <strong>98%</strong>",
|
||||
description: "<strong class='color-harm'>harm</strong> from <strong class='color-e'>explosions</strong> is passively reduced<br>by <strong>5%</strong> for every <strong>10</strong> stored <strong class='color-f'>energy</strong>",
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
allowed() {
|
||||
return !tech.isSmartRadius && !tech.isExplodeRadio && tech.hasExplosiveDamageCheck()
|
||||
},
|
||||
requires: "an explosive damage source, not iridium-192",
|
||||
effect: () => {
|
||||
tech.isImmuneExplosion = true;
|
||||
},
|
||||
remove() {
|
||||
tech.isImmuneExplosion = false;
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "MIRV",
|
||||
description: "fire <strong>+1</strong> <strong>missile</strong> and <strong>grenade</strong><br>decrease <strong class='color-e'>explosion</strong> <strong>radius</strong> up to <strong>10%</strong>",
|
||||
@@ -4671,183 +4829,6 @@ const tech = {
|
||||
tech.isRadioactiveResistance = false
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "iridium-192",
|
||||
description: "<strong class='color-e'>explosions</strong> release <strong class='color-p'>gamma radiation</strong><br><strong>100%</strong> more <strong class='color-d'>damage</strong>, but over 4 seconds",
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
allowed() {
|
||||
return tech.explosiveRadius === 1 && !tech.isSmallExplosion && (tech.haveGunCheck("missiles") || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.isPulseLaser || tech.isMissileField || tech.boomBotCount > 1 || tech.isTokamak)
|
||||
},
|
||||
requires: "an explosive damage source, not ammonium nitrate or nitroglycerin",
|
||||
effect: () => {
|
||||
tech.isExplodeRadio = true; //iridium-192
|
||||
},
|
||||
remove() {
|
||||
tech.isExplodeRadio = false;
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "ammonium nitrate",
|
||||
description: "increase <strong class='color-e'>explosive</strong> <strong class='color-d'>damage</strong> by <strong>27%</strong><br>increase <strong class='color-e'>explosive</strong> <strong>radius</strong> by <strong>27%</strong>",
|
||||
isGunTech: true,
|
||||
maxCount: 9,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
allowed() {
|
||||
return !tech.isExplodeRadio && tech.hasExplosiveDamageCheck()
|
||||
},
|
||||
requires: "an explosive damage source, not iridium-192",
|
||||
effect: () => {
|
||||
tech.explosiveRadius += 0.27;
|
||||
},
|
||||
remove() {
|
||||
tech.explosiveRadius = 1;
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "nitroglycerin",
|
||||
description: "increase <strong class='color-e'>explosive</strong> <strong class='color-d'>damage</strong> by <strong>66%</strong><br>decrease <strong class='color-e'>explosive</strong> <strong>radius</strong> by <strong>33%</strong>",
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
allowed() {
|
||||
return !tech.isExplodeRadio && tech.hasExplosiveDamageCheck()
|
||||
},
|
||||
requires: "an explosive damage source, not iridium-192",
|
||||
effect: () => {
|
||||
tech.isSmallExplosion = true;
|
||||
},
|
||||
remove() {
|
||||
tech.isSmallExplosion = false;
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "acetone peroxide",
|
||||
description: "increase <strong class='color-e'>explosive</strong> <strong>radius</strong> by <strong>80%</strong>, but<br>you take <strong>200%</strong> more <strong class='color-harm'>harm</strong> from <strong class='color-e'>explosions</strong>",
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
isBadRandomOption: true,
|
||||
allowed() {
|
||||
return tech.hasExplosiveDamageCheck()
|
||||
},
|
||||
requires: "an explosive damage source",
|
||||
effect: () => {
|
||||
tech.isExplosionHarm = true;
|
||||
},
|
||||
remove() {
|
||||
tech.isExplosionHarm = false;
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "shock wave",
|
||||
description: "<strong class='color-e'>explosions</strong> <strong>stun</strong> mobs for <strong>1-2</strong> seconds<br>decrease <strong class='color-e'>explosive</strong> <strong class='color-d'>damage</strong> by <strong>30%</strong>",
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 1,
|
||||
frequencyDefault: 1,
|
||||
allowed() {
|
||||
return !tech.isExplodeRadio && tech.hasExplosiveDamageCheck()
|
||||
},
|
||||
requires: "an explosive damage source, not iridium-192",
|
||||
effect() {
|
||||
tech.isExplosionStun = true;
|
||||
},
|
||||
remove() {
|
||||
tech.isExplosionStun = false;
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "controlled explosion",
|
||||
description: `use ${powerUps.orb.research(3)} to dynamically <strong>reduce</strong> all<br><strong class='color-e'>explosions</strong> until they do no <strong class='color-harm'>harm</strong>`,
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
allowed() {
|
||||
return !tech.isImmuneExplosion && (build.isExperimentSelection || powerUps.research.count > 2) && (tech.haveGunCheck("missiles") || tech.isMissileField || tech.missileBotCount > 0 || tech.isIncendiary || tech.isPulseLaser || tech.isTokamak || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb))
|
||||
},
|
||||
requires: "an explosive damage source, not electric reactive armor",
|
||||
effect: () => {
|
||||
tech.isSmartRadius = true;
|
||||
for (let i = 0; i < 3; i++) {
|
||||
if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1)
|
||||
}
|
||||
},
|
||||
remove() {
|
||||
tech.isSmartRadius = false;
|
||||
if (this.count > 0) powerUps.research.changeRerolls(3)
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "electric reactive armor",
|
||||
// description: "<strong class='color-e'>explosions</strong> do no <strong class='color-harm'>harm</strong><br> while your <strong class='color-f'>energy</strong> is above <strong>98%</strong>",
|
||||
description: "<strong class='color-harm'>harm</strong> from <strong class='color-e'>explosions</strong> is passively reduced<br>by <strong>5%</strong> for every <strong>10</strong> stored <strong class='color-f'>energy</strong>",
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
allowed() {
|
||||
return !tech.isSmartRadius && !tech.isExplodeRadio && tech.hasExplosiveDamageCheck()
|
||||
},
|
||||
requires: "an explosive damage source, not iridium-192",
|
||||
effect: () => {
|
||||
tech.isImmuneExplosion = true;
|
||||
},
|
||||
remove() {
|
||||
tech.isImmuneExplosion = false;
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "incendiary ammunition",
|
||||
description: "<strong>shotgun</strong>, <strong>super balls</strong>, and <strong>drones</strong><br>are loaded with <strong class='color-e'>explosives</strong>",
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 1,
|
||||
frequencyDefault: 1,
|
||||
allowed() {
|
||||
return ((m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && !(tech.isDroneTeleport || tech.isDroneRadioactive || tech.isSporeField || tech.isMissileField || tech.isIceField)) || (tech.haveGunCheck("drones") && !tech.isForeverDrones && !tech.isDroneRadioactive && !tech.isDroneTeleport) || tech.haveGunCheck("super balls") || tech.haveGunCheck("shotgun")) && !tech.isNailShot && !tech.isIceShot && !tech.isFoamShot && !tech.isWormShot && !tech.isNeedleShot
|
||||
},
|
||||
requires: "super balls, basic or slug shotgun, drones, not irradiated drones or burst drones",
|
||||
effect() {
|
||||
tech.isIncendiary = true
|
||||
},
|
||||
remove() {
|
||||
tech.isIncendiary = false;
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "fragmentation",
|
||||
description: "some <strong class='color-e'>detonations</strong> and collisions eject <strong>nails</strong><br><em style = 'font-size: 90%'>blocks, grenades, missiles, slugs, harpoon</em>",
|
||||
isGunTech: true,
|
||||
maxCount: 9,
|
||||
count: 0,
|
||||
frequency: 1,
|
||||
frequencyDefault: 1,
|
||||
allowed() {
|
||||
return tech.haveGunCheck("harpoon") || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.haveGunCheck("missiles") || tech.missileBotCount || (tech.haveGunCheck("shotgun") && tech.isSlugShot) || tech.blockDamage > 0.075
|
||||
},
|
||||
requires: "grenades, missiles, shotgun slugs, harpoon, or mass driver",
|
||||
effect() {
|
||||
tech.fragments++
|
||||
},
|
||||
remove() {
|
||||
tech.fragments = 0
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "booby trap",
|
||||
description: "drop a <strong>mine</strong> after picking up a <strong>power up</strong><br><strong>+53%</strong> <strong class='color-j'>JUNK</strong> to the potential <strong class='color-m'>tech</strong> pool",
|
||||
@@ -5108,41 +5089,6 @@ const tech = {
|
||||
tech.isBulletsLastLonger = 1;
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "fault tolerance",
|
||||
description: "spawn <strong>8</strong> <strong>drones</strong> that last <strong>forever</strong><br>remove your <strong>drone gun</strong>",
|
||||
isGunTech: true,
|
||||
isRemoveGun: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 1,
|
||||
frequencyDefault: 1,
|
||||
allowed() {
|
||||
return tech.haveGunCheck("drones", false) && !tech.isDroneRespawn && tech.isBulletsLastLonger === 1
|
||||
},
|
||||
requires: "drones, not drone repair, anti-shear topology",
|
||||
effect() {
|
||||
const num = 8
|
||||
tech.isForeverDrones += num
|
||||
if (tech.haveGunCheck("drones", false)) b.removeGun("drones")
|
||||
//spawn drones
|
||||
if (tech.isDroneRadioactive) {
|
||||
for (let i = 0; i < num * 0.25; i++) {
|
||||
b.droneRadioactive({ x: m.pos.x + 30 * (Math.random() - 0.5), y: m.pos.y + 30 * (Math.random() - 0.5) }, 5)
|
||||
bullet[bullet.length - 1].endCycle = Infinity
|
||||
}
|
||||
} else {
|
||||
for (let i = 0; i < num; i++) {
|
||||
b.drone({ x: m.pos.x + 30 * (Math.random() - 0.5), y: m.pos.y + 30 * (Math.random() - 0.5) }, 5)
|
||||
bullet[bullet.length - 1].endCycle = Infinity
|
||||
}
|
||||
}
|
||||
},
|
||||
remove() {
|
||||
tech.isForeverDrones = 0
|
||||
if (this.count && !tech.haveGunCheck("drones", false)) b.giveGuns("drones")
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "reduced tolerances",
|
||||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Engineering_tolerance' class="link">reduced tolerances</a>`,
|
||||
@@ -5328,23 +5274,71 @@ const tech = {
|
||||
}
|
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},
|
||||
{
|
||||
name: "capacitor bank",
|
||||
// description: "<strong>charge</strong> effects build up almost <strong>instantly</strong><br><em style = 'font-size:97%;'>throwing <strong class='color-block'>blocks</strong>, foam, railgun, pulse, tokamak</em>",
|
||||
descriptionFunction() { return `<strong>charge</strong> effects build up almost <strong>instantly</strong><br><em style = 'font-size:97%;'>throwing <strong class='color-block'>blocks</strong>, ${tech.haveGunCheck("foam", false) ? "<strong>foam</strong>" : "foam"}, ${tech.haveGunCheck("harpoon", false) ? "<strong>railgun</strong>" : "railgun"}, ${tech.isPulseLaser ? "<strong>pulse</strong>" : "pulse"}, ${tech.isTokamak ? "<strong>tokamak</strong>" : "tokamak"}</em>` },
|
||||
name: "fault tolerance",
|
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description: "spawn <strong>8</strong> <strong>drones</strong> that last <strong>forever</strong><br>remove your <strong>drone gun</strong>",
|
||||
isGunTech: true,
|
||||
isRemoveGun: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
frequency: 1,
|
||||
frequencyDefault: 1,
|
||||
allowed() {
|
||||
return tech.blockDamage > 0.075 || tech.haveGunCheck("foam") || tech.isTokamak || tech.isPulseLaser
|
||||
return tech.haveGunCheck("drones", false) && !tech.isDroneRespawn && tech.isBulletsLastLonger === 1
|
||||
},
|
||||
requires: "throwing blocks, foam, pulse, tokamak",
|
||||
requires: "drones, not drone repair, anti-shear topology",
|
||||
effect() {
|
||||
tech.isCapacitor = true;
|
||||
const num = 8
|
||||
tech.isForeverDrones += num
|
||||
if (tech.haveGunCheck("drones", false)) b.removeGun("drones")
|
||||
//spawn drones
|
||||
if (tech.isDroneRadioactive) {
|
||||
for (let i = 0; i < num * 0.25; i++) {
|
||||
b.droneRadioactive({ x: m.pos.x + 30 * (Math.random() - 0.5), y: m.pos.y + 30 * (Math.random() - 0.5) }, 5)
|
||||
bullet[bullet.length - 1].endCycle = Infinity
|
||||
}
|
||||
} else {
|
||||
for (let i = 0; i < num; i++) {
|
||||
b.drone({ x: m.pos.x + 30 * (Math.random() - 0.5), y: m.pos.y + 30 * (Math.random() - 0.5) }, 5)
|
||||
bullet[bullet.length - 1].endCycle = Infinity
|
||||
}
|
||||
}
|
||||
},
|
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remove() {
|
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tech.isCapacitor = false;
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tech.isForeverDrones = 0
|
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if (this.count && !tech.haveGunCheck("drones", false)) b.giveGuns("drones")
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||||
}
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||||
},
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{
|
||||
name: "surfactant",
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||||
description: "trade your <strong>foam gun</strong> for <strong>2</strong> <strong class='color-bot'>foam-bots</strong><br>and <strong>upgrade</strong> all bots to foam<br>",
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isGunTech: true,
|
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isRemoveGun: true,
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||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 1,
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frequencyDefault: 1,
|
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isBot: true,
|
||||
isBotTech: true,
|
||||
isNonRefundable: true,
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requires: "foam gun, NOT EXPERIMENT MODE, bot upgrades, fractionation, quantum foam",
|
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allowed() {
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return tech.haveGunCheck("foam", false) && !b.hasBotUpgrade() && !tech.isAmmoFoamSize && !tech.foamFutureFire
|
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},
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||||
effect() {
|
||||
tech.giveTech("foam-bot upgrade")
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for (let i = 0; i < 2; i++) {
|
||||
b.foamBot()
|
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tech.foamBotCount++;
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||||
}
|
||||
simulation.makeTextLog(`tech.isFoamBotUpgrade = true`)
|
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if (tech.haveGunCheck("foam", false)) b.removeGun("foam")
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||||
},
|
||||
remove() {
|
||||
// if (this.count) {
|
||||
// b.clearPermanentBots();
|
||||
// b.respawnBots();
|
||||
// if (!tech.haveGunCheck("foam")) b.giveGuns("foam")
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// }
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||||
}
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},
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{
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@@ -5464,152 +5458,63 @@ const tech = {
|
||||
}
|
||||
},
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||||
{
|
||||
name: "surfactant",
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||||
description: "trade your <strong>foam gun</strong> for <strong>2</strong> <strong class='color-bot'>foam-bots</strong><br>and <strong>upgrade</strong> all bots to foam<br>",
|
||||
name: "capacitor bank",
|
||||
// description: "<strong>charge</strong> effects build up almost <strong>instantly</strong><br><em style = 'font-size:97%;'>throwing <strong class='color-block'>blocks</strong>, foam, railgun, pulse, tokamak</em>",
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descriptionFunction() { return `<strong>charge</strong> effects build up almost <strong>instantly</strong><br><em style = 'font-size:97%;'>throwing <strong class='color-block'>blocks</strong>, ${tech.haveGunCheck("foam", false) ? "<strong>foam</strong>" : "foam"}, ${tech.isRailGun ? "<strong>railgun</strong>" : "railgun"}, ${tech.isPulseLaser ? "<strong>pulse</strong>" : "pulse"}, ${tech.isTokamak ? "<strong>tokamak</strong>" : "tokamak"}</em>` },
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isGunTech: true,
|
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isRemoveGun: true,
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||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 1,
|
||||
frequencyDefault: 1,
|
||||
isBot: true,
|
||||
isBotTech: true,
|
||||
isNonRefundable: true,
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||||
requires: "foam gun, NOT EXPERIMENT MODE, bot upgrades, fractionation, quantum foam",
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||||
frequency: 2,
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||||
frequencyDefault: 2,
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||||
allowed() {
|
||||
return tech.haveGunCheck("foam", false) && !b.hasBotUpgrade() && !tech.isAmmoFoamSize && !tech.foamFutureFire
|
||||
return tech.blockDamage > 0.075 || tech.isRailGun || tech.haveGunCheck("foam") || tech.isTokamak || tech.isPulseLaser
|
||||
},
|
||||
requires: "throwing blocks, railgun, foam, pulse, tokamak",
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||||
effect() {
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||||
tech.giveTech("foam-bot upgrade")
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||||
for (let i = 0; i < 2; i++) {
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b.foamBot()
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||||
tech.foamBotCount++;
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||||
tech.isCapacitor = true;
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||||
},
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||||
remove() {
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||||
tech.isCapacitor = false;
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||||
}
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||||
},
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{
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||||
name: "railgun",
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||||
description: `harpoons are <strong>66% denser</strong>, but don't <strong>retract</strong><br>gain <strong>600%</strong> more harpoon <strong>ammo</strong> per ${powerUps.orb.ammo(1)}`,
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||||
isGunTech: true,
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||||
maxCount: 1,
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||||
count: 0,
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||||
frequency: 2,
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||||
frequencyDefault: 2,
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allowed() {
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||||
return tech.haveGunCheck("harpoon") && !tech.isFilament && !tech.extraHarpoons && !tech.isHarpoonPowerUp
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},
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requires: "harpoon, not filament, reticulum, toggling harpoon",
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||||
ammoBonus: 6,
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effect() {
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tech.isRailGun = true;
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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if (b.guns[i].name === "harpoon") {
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b.guns[i].chooseFireMethod()
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b.guns[i].ammoPack = this.ammoBonus;
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b.guns[i].ammo = b.guns[i].ammo * this.ammoBonus;
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||||
simulation.updateGunHUD();
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||||
break
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||||
}
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||||
}
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||||
simulation.makeTextLog(`tech.isFoamBotUpgrade = true`)
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||||
if (tech.haveGunCheck("foam", false)) b.removeGun("foam")
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||||
},
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||||
remove() {
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||||
// if (this.count) {
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||||
// b.clearPermanentBots();
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||||
// b.respawnBots();
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||||
// if (!tech.haveGunCheck("foam")) b.giveGuns("foam")
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||||
// }
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "filament",
|
||||
description: "increase the <strong>length</strong> of your <strong>harpoon</strong>'s <strong>rope</strong><br>by <strong>1%</strong> per harpoon <strong class='color-ammo'>ammo</strong>",
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||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
allowed() {
|
||||
return tech.haveGunCheck("harpoon")
|
||||
},
|
||||
requires: "harpoon",
|
||||
effect() {
|
||||
tech.isFilament = true;
|
||||
},
|
||||
remove() {
|
||||
tech.isFilament = false;
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "unaaq",
|
||||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Harpoon#/media/File:Harpon_Unaaq_MHNT_ETH_AC_198.jpg' class="link">unaaq</a>`, //https://en.wikipedia.org/wiki/Weapon
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||||
description: "increase the <strong>size</strong> of your <strong>harpoon</strong><br>by <strong>10%</strong> of the square root of harpoon <strong class='color-ammo'>ammo</strong>",
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
allowed() {
|
||||
return tech.haveGunCheck("harpoon")
|
||||
},
|
||||
requires: "harpoon",
|
||||
effect() {
|
||||
tech.isLargeHarpoon = true;
|
||||
},
|
||||
remove() {
|
||||
tech.isLargeHarpoon = false;
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "toggling harpoon",
|
||||
description: "increase the <strong class='color-d'>damage</strong> of your next <strong>harpoon</strong><br>by <strong>600%</strong> after using it to collect a <strong>power up</strong>",
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
allowed() {
|
||||
return tech.haveGunCheck("harpoon")
|
||||
},
|
||||
requires: "harpoon",
|
||||
effect() {
|
||||
tech.isHarpoonPowerUp = true
|
||||
},
|
||||
remove() {
|
||||
tech.isHarpoonPowerUp = false
|
||||
tech.harpoonDensity = 0.008
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "reticulum",
|
||||
description: "fire <strong>+1</strong> <strong>harpoon</strong>, but <strong class='color-f'>energy</strong> cost<br>to <strong>retract</strong> also increases",
|
||||
isGunTech: true,
|
||||
maxCount: 9,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
allowed() {
|
||||
return tech.haveGunCheck("harpoon")
|
||||
},
|
||||
requires: "harpoon",
|
||||
effect() {
|
||||
tech.extraHarpoons++;
|
||||
},
|
||||
remove() {
|
||||
tech.extraHarpoons = 0;
|
||||
}
|
||||
},
|
||||
// {
|
||||
// name: "railgun",
|
||||
// description: "firing the <strong>harpoon</strong> while crouched launches<br>a rod that is <strong>faster</strong>, <strong>larger</strong>, and more <strong>dense</strong>",
|
||||
// isGunTech: true,
|
||||
// maxCount: 1,
|
||||
// count: 0,
|
||||
// frequency: 2,
|
||||
// frequencyDefault: 2,
|
||||
// allowed() {
|
||||
// return tech.haveGunCheck("harpoon")
|
||||
// },
|
||||
// requires: "railgun",
|
||||
// effect() {
|
||||
// tech.isRailGun = true;
|
||||
// },
|
||||
// remove() {
|
||||
// tech.isRailGun = false;
|
||||
// }
|
||||
// },
|
||||
{
|
||||
name: "half-wave rectifier",
|
||||
description: "<strong>harpoons</strong> drain no <strong class='color-f'>energy</strong> as they <strong>retract</strong><br><strong>crouch</strong> firing <strong>harpoon</strong> generates <strong class='color-f'>energy</strong>",
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
allowed() {
|
||||
return tech.haveGunCheck("harpoon")
|
||||
},
|
||||
requires: "railgun",
|
||||
effect() {
|
||||
tech.isRailEnergyGain = true;
|
||||
},
|
||||
remove() {
|
||||
tech.isRailEnergyGain = false;
|
||||
if (tech.isRailGun) {
|
||||
tech.isRailGun = false;
|
||||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||||
if (b.guns[i].name === "harpoon") {
|
||||
b.guns[i].chooseFireMethod()
|
||||
b.guns[i].ammoPack = 0.6;
|
||||
b.guns[i].ammo = Math.ceil(b.guns[i].ammo / this.ammoBonus);
|
||||
simulation.updateGunHUD();
|
||||
break
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
// {
|
||||
@@ -5650,6 +5555,122 @@ const tech = {
|
||||
// tech.isRodAreaDamage = false;
|
||||
// }
|
||||
// },
|
||||
{
|
||||
name: "half-wave rectifier",
|
||||
description: "<strong>harpoons</strong> drain no <strong class='color-f'>energy</strong> as they <strong>retract</strong><br><strong>crouch</strong> firing <strong>harpoon</strong> generates <strong class='color-f'>energy</strong>",
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
allowed() {
|
||||
return tech.haveGunCheck("harpoon")
|
||||
},
|
||||
requires: "railgun",
|
||||
effect() {
|
||||
tech.isRailEnergyGain = true;
|
||||
},
|
||||
remove() {
|
||||
tech.isRailEnergyGain = false;
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "ceramics",
|
||||
description: `<strong>needles</strong> and <strong>harpoons</strong> pierce <strong>shields</strong><br>directly <strong class='color-d'>damaging</strong> shielded mobs`,
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
allowed() {
|
||||
return tech.haveGunCheck("harpoon") || (tech.isNeedles || tech.isNeedleShot)
|
||||
},
|
||||
requires: "nail gun, needle gun, needle-shot, harpoon",
|
||||
effect() {
|
||||
tech.isShieldPierce = true
|
||||
},
|
||||
remove() {
|
||||
tech.isShieldPierce = false
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "unaaq",
|
||||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Harpoon#/media/File:Harpon_Unaaq_MHNT_ETH_AC_198.jpg' class="link">unaaq</a>`, //https://en.wikipedia.org/wiki/Weapon
|
||||
description: "increase the <strong>size</strong> of your <strong>harpoon</strong><br>by <strong>10%</strong> of the square root of harpoon <strong class='color-ammo'>ammo</strong>",
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
allowed() {
|
||||
return tech.haveGunCheck("harpoon")
|
||||
},
|
||||
requires: "harpoon",
|
||||
effect() {
|
||||
tech.isLargeHarpoon = true;
|
||||
},
|
||||
remove() {
|
||||
tech.isLargeHarpoon = false;
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "filament",
|
||||
description: "increase the <strong>length</strong> of your <strong>harpoon</strong>'s <strong>rope</strong><br>by <strong>1%</strong> per harpoon <strong class='color-ammo'>ammo</strong>",
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
allowed() {
|
||||
return tech.haveGunCheck("harpoon") && !tech.isRailGun
|
||||
},
|
||||
requires: "harpoon",
|
||||
effect() {
|
||||
tech.isFilament = true;
|
||||
},
|
||||
remove() {
|
||||
tech.isFilament = false;
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "toggling harpoon",
|
||||
description: "increase the <strong class='color-d'>damage</strong> of your next <strong>harpoon</strong><br>by <strong>600%</strong> after using it to collect a <strong>power up</strong>",
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
allowed() {
|
||||
return tech.haveGunCheck("harpoon") && !tech.isRailGun
|
||||
},
|
||||
requires: "harpoon",
|
||||
effect() {
|
||||
tech.isHarpoonPowerUp = true
|
||||
},
|
||||
remove() {
|
||||
tech.isHarpoonPowerUp = false
|
||||
tech.harpoonDensity = 0.006
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "reticulum",
|
||||
description: "fire <strong>+1</strong> <strong>harpoon</strong>, but <strong class='color-f'>energy</strong> cost<br>to <strong>retract</strong> also increases",
|
||||
isGunTech: true,
|
||||
maxCount: 9,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
allowed() {
|
||||
return tech.haveGunCheck("harpoon") && !tech.isRailGun
|
||||
},
|
||||
requires: "harpoon",
|
||||
effect() {
|
||||
tech.extraHarpoons++;
|
||||
},
|
||||
remove() {
|
||||
tech.extraHarpoons = 0;
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "optical amplifier",
|
||||
description: "gain <strong>3</strong> random <strong class='color-laser'>laser</strong> <strong class='color-g'>gun</strong><strong class='color-m'>tech</strong><br><strong class='color-laser'>laser</strong> only turns <strong>off</strong> if you have no <strong class='color-f'>energy</strong>",
|
||||
@@ -6954,7 +6975,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "virtual particles",
|
||||
description: `use ${powerUps.orb.research(4)}to exploit your <strong class='color-worm'>wormhole</strong> for a<br><strong>13%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong>`,
|
||||
description: `use ${powerUps.orb.research(4)}to exploit your <strong class='color-worm'>wormhole</strong> for a<br><strong>12%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong>`,
|
||||
isFieldTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
@@ -6965,7 +6986,7 @@ const tech = {
|
||||
},
|
||||
requires: "wormhole",
|
||||
effect() {
|
||||
tech.wormDuplicate = 0.13
|
||||
tech.wormDuplicate = 0.12
|
||||
powerUps.setDupChance(); //needed after adjusting duplication chance
|
||||
if (!build.isExperimentSelection && !simulation.isTextLogOpen) simulation.circleFlare(0.13);
|
||||
for (let i = 0; i < 4; i++) {
|
||||
@@ -6980,7 +7001,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "Penrose process",
|
||||
description: "after a <strong class='color-block'>block</strong> falls into a <strong class='color-worm'>wormhole</strong><br>you gain <strong>63</strong> <strong class='color-f'>energy</strong>",
|
||||
description: "after a <strong class='color-block'>block</strong> falls into a <strong class='color-worm'>wormhole</strong><br>you gain <strong>53</strong> <strong class='color-f'>energy</strong>",
|
||||
isFieldTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
@@ -9309,4 +9330,5 @@ const tech = {
|
||||
extraSuperBalls: null,
|
||||
isTimeCrystals: null,
|
||||
isGroundState: null,
|
||||
isRailGun: null
|
||||
}
|
||||
Reference in New Issue
Block a user