harmonic shield bug fix

This commit is contained in:
landgreen
2020-08-20 05:43:55 -07:00
parent cc8c101776
commit 3659fbe47d
10 changed files with 211 additions and 73 deletions

View File

@@ -740,31 +740,38 @@ const b = {
for (let i = 0, len = powerUp.length; i < len; ++i) {
if (
(powerUp[i].name !== "heal" || mech.health < 0.9 * mech.maxHealth || mod.isDroneGrab) &&
Matter.Query.ray(map, this.position, powerUp[i].position).length === 0 &&
Matter.Query.ray(body, this.position, powerUp[i].position).length === 0
(powerUp[i].name !== "field" || !mod.isDeterminism)
) {
const TARGET_VECTOR = Vector.sub(this.position, powerUp[i].position)
const DIST = Vector.magnitude(TARGET_VECTOR);
if (DIST < closeDist) {
closeDist = DIST;
this.lockedOn = powerUp[i]
//pick up nearby power ups
if (Vector.magnitudeSquared(Vector.sub(this.position, powerUp[i].position)) < 60000 &&
!game.isChoosing) {
powerUps.onPickUp(this.position);
powerUp[i].effect();
Matter.World.remove(engine.world, powerUp[i]);
powerUp.splice(i, 1);
if (mod.isDroneGrab) {
this.isImproved = true;
const SCALE = 2
Matter.Body.scale(this, SCALE, SCALE);
this.lookFrequency = 30;
this.endCycle = Infinity
this.dmg *= 1.5;
this.frictionAir = 0
}
break;
}
}
if (Vector.magnitudeSquared(Vector.sub(this.position, powerUp[i].position)) < 60000 && !game.isChoosing) {
powerUps.onPickUp(this.position);
powerUp[i].effect();
Matter.World.remove(engine.world, powerUp[i]);
powerUp.splice(i, 1);
if (mod.isDroneGrab) {
this.isImproved = true;
const SCALE = 2
Matter.Body.scale(this, SCALE, SCALE);
this.lookFrequency = 30;
this.endCycle = Infinity
this.dmg *= 1.5;
this.frictionAir = 0
//look for power ups to lock onto
if (
Matter.Query.ray(map, this.position, powerUp[i].position).length === 0 &&
Matter.Query.ray(body, this.position, powerUp[i].position).length === 0
) {
const TARGET_VECTOR = Vector.sub(this.position, powerUp[i].position)
const DIST = Vector.magnitude(TARGET_VECTOR);
if (DIST < closeDist) {
closeDist = DIST;
this.lockedOn = powerUp[i]
}
}
break;
}
}
}
@@ -1563,6 +1570,34 @@ const b = {
}
bullet[me].do = function () {
this.force.y += this.mass * 0.0003;
// //place in bullet do
// //slow player
// const range = 1000
// if (Vector.magnitude(Vector.sub(player.position, this.position)) < range) {
// Matter.Body.setVelocity(player, {
// x: player.velocity.x * 0.95,
// y: player.velocity.y * 0.95
// });
// }
// //aoe damage to mobs
// for (let i = 0, len = mob.length; i < len; i++) {
// if (Vector.magnitude(Vector.sub(mob[i].position, this.position)) < range) {
// let dmg = b.dmgScale * 0.023
// if (Matter.Query.ray(map, mob[i].position, this.position).length > 0) dmg *= 0.5 //reduce damage if a wall is in the way
// if (mob[i].shield) dmg *= 5 //x5 to make up for the /5 that shields normally take
// mob[i].damage(dmg);
// mob[i].locatePlayer();
// }
// }
// //draw it
// ctx.beginPath();
// ctx.arc(this.position.x, this.position.y, range, 0, 2 * Math.PI);
// ctx.fillStyle = `rgba(255,0,0,0.2)`;
// ctx.fill();
};
}
},
@@ -1797,9 +1832,9 @@ const b = {
},
{
name: "wave beam",
description: "emit a <strong>sine wave</strong> of oscillating particles<br>particles <strong>slowly</strong> propagate through <strong>solids</strong>",
description: "emit a <strong>sine wave</strong> of oscillating particles<br>that can propagate <strong>through solids</strong>",
ammo: 0,
ammoPack: 80,
ammoPack: 70,
have: false,
fire() {
mech.fireCDcycle = mech.cycle + Math.floor(3 * b.fireCD); // cool down
@@ -1871,7 +1906,7 @@ const b = {
for (let i = 0; i < q.length; i++) {
slowCheck = 0.3;
Matter.Body.setPosition(this, Vector.add(this.position, q[i].velocity)) //move with the medium
let dmg = b.dmgScale * 0.37 / Math.sqrt(q[i].mass) * (mod.waveHelix === 1 ? 1 : 0.6) //1 - 0.4 = 0.6 for helix mod 40% damage reduction
let dmg = b.dmgScale * 0.36 / Math.sqrt(q[i].mass) * (mod.waveHelix === 1 ? 1 : 0.66) //1 - 0.4 = 0.6 for helix mod 40% damage reduction
q[i].damage(dmg);
q[i].foundPlayer();
game.drawList.push({ //add dmg to draw queue
@@ -2202,7 +2237,7 @@ const b = {
},
{
name: "neutron bomb",
description: "toss a chunk of <strong class='color-p'>Cf-252</strong> that emits <strong class='color-p'>neutrons</strong><br><strong class='color-d'>damages</strong> and drains <strong class='color-f'>energy</strong> in area of effect",
description: "toss a chunk of <strong class='color-p'>Cf-252</strong> which emits <strong class='color-p'>neutrons</strong><br>that do <strong class='color-d'>damage</strong>, <strong class='color-harm'>harm</strong>, and <strong class='color-f'>energy</strong> drain",
ammo: 0,
ammoPack: 5,
have: false,
@@ -2591,19 +2626,18 @@ const b = {
bullet[me].endCycle = Infinity
bullet[me].charge = 0;
bullet[me].do = function () {
if ((!game.mouseDown && this.charge > 0.6) || mech.energy < 0.005) { //fire on mouse release
if (mech.energy < 0.005 && !mod.isRailTimeSlow) {
// this.charge = 0;
mech.energy += this.charge * 0.4
mech.fireCDcycle = mech.cycle + 120; // cool down if out of energy
this.endCycle = 0;
return
} else {
mech.fireCDcycle = mech.cycle + 2; // set fire cool down
//normal bullet behavior occurs after firing, overwrite this function
this.do = function () {
this.force.y += this.mass * 0.0003 / this.charge; // low gravity that scales with charge
}
if (mech.energy < 0.005 && !mod.isRailTimeSlow) {
mech.energy += 0.05 + this.charge * 0.3
mech.fireCDcycle = mech.cycle + 120; // cool down if out of energy
this.endCycle = 0;
return
}
if ((!game.mouseDown && this.charge > 0.6)) { //fire on mouse release or on low energy
mech.fireCDcycle = mech.cycle + 2; // set fire cool down
//normal bullet behavior occurs after firing, overwrites this function
this.do = function () {
this.force.y += this.mass * 0.0003 / this.charge; // low gravity that scales with charge
}
if (mod.isRailTimeSlow) {
game.fpsCap = game.fpsCapDefault
@@ -2653,7 +2687,7 @@ const b = {
mob[i].force.y += 1.5 * FORCE.y;
}
}
} else if (mech.energy > 0.005) { // charging on mouse down
} else { // charging on mouse down
mech.fireCDcycle = Infinity //can't fire until mouse is released
const lastCharge = this.charge
let chargeRate = (mech.crouch) ? 0.98 : 0.984