backward induction

more bug fixes (many worlds, disintegrated armament)

tech: backward induction - gain all the tech options you didn't choose from your previous tech selection menu
This commit is contained in:
landgreen
2021-03-22 05:30:29 -07:00
parent 603d5c466c
commit 38e38578e6
6 changed files with 76 additions and 18 deletions

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.DS_Store vendored

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@@ -4123,11 +4123,20 @@ const b = {
y: mob[i].position.y, y: mob[i].position.y,
radius: Math.log(2 * damage + 1.1) * 40, radius: Math.log(2 * damage + 1.1) * 40,
color: "rgba(100,0,200,0.25)", color: "rgba(100,0,200,0.25)",
time: simulation.drawTime time: simulation.drawTime * 2
}); });
} }
} }
} }
if (tech.isRailAreaDamage) {
simulation.drawList.push({ //add dmg to draw queue
x: m.pos.x,
y: m.pos.y,
radius: range,
color: "rgba(100,0,200,0.04)",
time: simulation.drawTime
});
}
for (let i = 0, len = body.length; i < len; ++i) { for (let i = 0, len = body.length; i < len; ++i) {
const SUB = Vector.sub(body[i].position, m.pos) const SUB = Vector.sub(body[i].position, m.pos)
const DISTANCE = Vector.magnitude(SUB) const DISTANCE = Vector.magnitude(SUB)

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@@ -310,7 +310,7 @@ const m = {
//remove all tech and count current tech total //remove all tech and count current tech total
let totalTech = 0; let totalTech = 0;
for (let i = 0, len = tech.tech.length; i < len; i++) { for (let i = 0, len = tech.tech.length; i < len; i++) {
if (!tech.tech[i].isLore) { if (tech.tech[i].count > 0 && !tech.tech[i].isLore) {
if (tech.tech[i].isJunk) { if (tech.tech[i].isJunk) {
tech.tech[i].frequency = 0 tech.tech[i].frequency = 0
} else if (tech.tech[i].frequencyDefault) { } else if (tech.tech[i].frequencyDefault) {

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@@ -2,6 +2,7 @@ let powerUp = [];
const powerUps = { const powerUps = {
totalPowerUps: 0, //used for tech that count power ups at the end of a level totalPowerUps: 0, //used for tech that count power ups at the end of a level
lastTechIndex: null,
choose(type, index) { choose(type, index) {
if (type === "gun") { if (type === "gun") {
b.giveGuns(index) b.giveGuns(index)
@@ -15,6 +16,7 @@ const powerUps = {
m.setField(index) m.setField(index)
simulation.makeTextLog(`<span class='color-var'>m</span>.setField("<span class='color-text'>${m.fieldUpgrades[m.fieldMode].name}</span>")`); simulation.makeTextLog(`<span class='color-var'>m</span>.setField("<span class='color-text'>${m.fieldUpgrades[m.fieldMode].name}</span>")`);
} else if (type === "tech") { } else if (type === "tech") {
powerUps.lastTechIndex = index
tech.giveTech(index) tech.giveTech(index)
simulation.makeTextLog(`<span class='color-var'>tech</span>.giveTech("<span class='color-text'>${tech.tech[index].name}</span>")`); simulation.makeTextLog(`<span class='color-var'>tech</span>.giveTech("<span class='color-text'>${tech.tech[index].name}</span>")`);
} }
@@ -61,7 +63,7 @@ const powerUps = {
simulation.makeTextLog(`powerUps.tech.length: ${Math.max(0,powerUps.tech.lastTotalChoices - powerUps.tech.banishLog.length)}`) simulation.makeTextLog(`powerUps.tech.length: ${Math.max(0,powerUps.tech.lastTotalChoices - powerUps.tech.banishLog.length)}`)
} }
} }
if (tech.manyWorlds && powerUps.research.count === 0) { if (tech.isAnsatz && powerUps.research.count === 0) {
for (let i = 0; i < 2; i++) powerUps.spawn(m.pos.x + 40 * (Math.random() - 0.5), m.pos.y + 40 * (Math.random() - 0.5), "research", false); for (let i = 0; i < 2; i++) powerUps.spawn(m.pos.x + 40 * (Math.random() - 0.5), m.pos.y + 40 * (Math.random() - 0.5), "research", false);
} }
document.getElementById("choose-grid").style.display = "none" document.getElementById("choose-grid").style.display = "none"

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@@ -344,6 +344,7 @@
count: 0, count: 0,
frequency: 2, frequency: 2,
isNonRefundable: true, isNonRefundable: true,
isBadRandomOption: true,
allowed() { allowed() {
return tech.isAmmoForGun return tech.isAmmoForGun
}, },
@@ -2154,6 +2155,7 @@
frequency: 1, frequency: 1,
frequencyDefault: 1, frequencyDefault: 1,
isNonRefundable: true, isNonRefundable: true,
isBadRandomOption: true,
allowed() { allowed() {
return ((m.health / m.maxHealth) < 0.7 || build.isExperimentSelection) && !tech.isNoHeals return ((m.health / m.maxHealth) < 0.7 || build.isExperimentSelection) && !tech.isNoHeals
}, },
@@ -2321,7 +2323,7 @@
count: 0, count: 0,
frequency: 2, frequency: 2,
allowed() { allowed() {
return powerUps.research.count === 0 && !tech.manyWorlds return powerUps.research.count === 0 && !tech.isAnsatz
}, },
requires: "no research", requires: "no research",
effect() { effect() {
@@ -2345,10 +2347,10 @@
}, },
requires: "not superdeterminism or Ψ(t) collapse, no research", requires: "not superdeterminism or Ψ(t) collapse, no research",
effect: () => { effect: () => {
tech.manyWorlds = true; tech.isAnsatz = true;
}, },
remove() { remove() {
tech.manyWorlds = false; tech.isAnsatz = false;
} }
}, { }, {
name: "Bayesian statistics", name: "Bayesian statistics",
@@ -2588,6 +2590,7 @@
frequency: 1, frequency: 1,
frequencyDefault: 1, frequencyDefault: 1,
isNonRefundable: true, isNonRefundable: true,
isBadRandomOption: true,
allowed() { allowed() {
return (tech.totalCount > 3) && !tech.isSuperDeterminism return (tech.totalCount > 3) && !tech.isSuperDeterminism
}, },
@@ -2618,6 +2621,7 @@
frequency: 1, frequency: 1,
frequencyDefault: 1, frequencyDefault: 1,
isNonRefundable: true, isNonRefundable: true,
isBadRandomOption: true,
allowed() { allowed() {
return (tech.totalCount > 3) && !tech.isSuperDeterminism && tech.duplicationChance() > 0 return (tech.totalCount > 3) && !tech.isSuperDeterminism && tech.duplicationChance() > 0
}, },
@@ -2635,6 +2639,7 @@
frequency: 1, frequency: 1,
frequencyDefault: 1, frequencyDefault: 1,
isNonRefundable: true, isNonRefundable: true,
isBadRandomOption: true,
allowed() { allowed() {
return !tech.isSuperDeterminism && tech.duplicationChance() > 0 && powerUps.research.count > 1 return !tech.isSuperDeterminism && tech.duplicationChance() > 0 && powerUps.research.count > 1
}, },
@@ -2693,6 +2698,7 @@
frequency: 1, frequency: 1,
frequencyDefault: 1, frequencyDefault: 1,
isNonRefundable: true, isNonRefundable: true,
isBadRandomOption: true,
allowed() { allowed() {
return !tech.isSuperDeterminism return !tech.isSuperDeterminism
}, },
@@ -2732,7 +2738,34 @@
if (tech.tech[i].count > 0 && tech.tech[i].frequency > 1) tech.tech[i].frequency /= 100 if (tech.tech[i].count > 0 && tech.tech[i].frequency > 1) tech.tech[i].frequency /= 100
} }
} }
}, { },
{
name: "backward induction",
description: "gain all the <strong class='color-m'>tech</strong> <strong>options</strong> you didn't <strong>choose</strong><br>from your previous <strong class='color-m'>tech</strong> selection",
maxCount: 1,
count: 0,
frequency: 1,
isNonRefundable: true,
isBadRandomOption: true,
allowed() {
return powerUps.tech.choiceLog.length > 5 && !tech.isDeterminism
},
requires: "rejected an option in the last tech selection",
effect: () => {
let num = 3
if (tech.isExtraChoice) num = 5
if (tech.isDeterminism) num = 1
for (let i = powerUps.tech.choiceLog.length - 1 - num; i > powerUps.tech.choiceLog.length - 1 - num * 2; i--) {
const index = powerUps.tech.choiceLog[i]
if (powerUps.tech.choiceLog[i] !== powerUps.lastTechIndex && tech.tech[index].count < tech.tech[index].maxCount && tech.tech[index].allowed()) {
tech.giveTech(index)
}
}
},
remove() {}
},
{
name: "cardinality", name: "cardinality",
description: "<strong class='color-m'>tech</strong>, <strong class='color-f'>fields</strong>, and <strong class='color-g'>guns</strong> have <strong>5</strong> <strong>choices</strong>", description: "<strong class='color-m'>tech</strong>, <strong class='color-f'>fields</strong>, and <strong class='color-g'>guns</strong> have <strong>5</strong> <strong>choices</strong>",
maxCount: 1, maxCount: 1,
@@ -2778,7 +2811,7 @@
frequencyDefault: 8, frequencyDefault: 8,
isBadRandomOption: true, isBadRandomOption: true,
allowed() { allowed() {
return tech.isDeterminism && !tech.manyWorlds && !tech.isGunSwitchField return tech.isDeterminism && !tech.isAnsatz && !tech.isGunSwitchField
}, },
requires: "determinism, not unified field theory", requires: "determinism, not unified field theory",
effect: () => { effect: () => {
@@ -2829,13 +2862,21 @@
tech.isNoHeals = true; tech.isNoHeals = true;
level.difficultyDecrease(simulation.difficultyMode * 2) level.difficultyDecrease(simulation.difficultyMode * 2)
simulation.makeTextLog(`simulation.difficultyMode <span class='color-symbol'>-=</span> 2`) simulation.makeTextLog(`simulation.difficultyMode <span class='color-symbol'>-=</span> 2`)
powerUps.heal.color = "#abb"
for (let i = 0; i < powerUp.length; i++) { //find active heal power ups and adjust color live
if (powerUp[i].name === "heal") powerUp[i].color = powerUps.heal.color
}
}, },
remove() { remove() {
tech.isNoHeals = false; if (tech.isNoHeals) {
if (this.count > 0) { powerUps.heal.color = "#0eb"
level.difficultyIncrease(simulation.difficultyMode * 2) for (let i = 0; i < powerUp.length; i++) { //find active heal power ups and adjust color live
if (powerUp[i].name === "heal") powerUp[i].color = powerUps.heal.color
} }
} }
tech.isNoHeals = false;
if (this.count > 0) level.difficultyIncrease(simulation.difficultyMode * 2)
}
}, },
//************************************************** //**************************************************
//************************************************** gun //************************************************** gun
@@ -4768,7 +4809,7 @@
}, },
requires: "at least 1 gun", requires: "at least 1 gun",
effect() { effect() {
if (b.activeGun && b.inventory.length > 0) b.removeGun(b.guns[b.activeGun].name) if (b.inventory.length > 0) b.removeGun(b.guns[b.activeGun].name)
simulation.makeGunHUD() simulation.makeGunHUD()
powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "gun"); powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "gun");
}, },
@@ -5783,7 +5824,7 @@
nailsDeathMob: null, nailsDeathMob: null,
isSlowFPS: null, isSlowFPS: null,
isNeutronStun: null, isNeutronStun: null,
manyWorlds: null, isAnsatz: null,
isDamageFromBulletCount: null, isDamageFromBulletCount: null,
isLaserDiode: null, isLaserDiode: null,
isNailShot: null, isNailShot: null,

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@@ -1,11 +1,8 @@
******************************************************** NEXT PATCH ******************************************************** ******************************************************** NEXT PATCH ********************************************************
some tech is now only 50% likely to show up more bug fixes (many worlds, disintegrated armament)
I choose about 25 tech that don't effect game play as much, and dropped them down to 50% frequency
reset on experiment menu should now clear power ups and bullets tech: backward induction - gain all the tech options you didn't choose from your previous tech selection menu
fixed bug with no heals
******************************************************** BUGS ******************************************************** ******************************************************** BUGS ********************************************************
@@ -38,6 +35,15 @@ fix door.isOpen actually meaning isClosed?
******************************************************** TODO ******************************************************** ******************************************************** TODO ********************************************************
change the color of heals for ergodicity
look into improving mouse lag with pointer lock?
https://developer.mozilla.org/en-US/docs/Web/API/Pointer_Lock_API
https://www.vsynctester.com/game.html
https://news.ycombinator.com/item?id=26530272
clarify dielectric polarization text / graphics
tech - gain all the tech you didn't take on the last selection menu tech - gain all the tech you didn't take on the last selection menu
normally 2, but synergy with cardinality - 4, and 0 with determinism normally 2, but synergy with cardinality - 4, and 0 with determinism
frequency to 1 frequency to 1