buffBoss:  group of mobs that buff their group after they die
  this boss maybe unbalanced in some situations, let me know
  (get them all low on health before you start killing them)

complex spin-statistics gives 1.5/7 harm immunity (was 1/7)
  also tech frequency was halved

tech fermions is now on by default: thrown blocks can collide with intangible mobs
  pilot wave uses 5% more energy for balance
This commit is contained in:
landgreen
2021-07-22 06:11:22 -07:00
parent 34d295cf48
commit 3f8517b27e
7 changed files with 184 additions and 110 deletions

View File

@@ -84,7 +84,8 @@ const spawn = {
}
}
},
randomLevelBoss(x, y, options = ["shieldingBoss", "orbitalBoss", "historyBoss", "shooterBoss", "cellBossCulture", "bomberBoss", "spiderBoss", "launcherBoss", "laserTargetingBoss", "powerUpBoss", "snakeBoss", "streamBoss", "pulsarBoss", "spawnerBossCulture", "grenadierBoss"]) {
nonCollideBossList: ["cellBossCulture", "bomberBoss", "powerUpBoss", "orbitalBoss", "spawnerBossCulture", "buffBossCulture"],
randomLevelBoss(x, y, options = ["shieldingBoss", "orbitalBoss", "historyBoss", "shooterBoss", "cellBossCulture", "bomberBoss", "spiderBoss", "launcherBoss", "laserTargetingBoss", "powerUpBoss", "snakeBoss", "streamBoss", "pulsarBoss", "spawnerBossCulture", "grenadierBoss", "buffBossCulture"]) {
// other bosses: suckerBoss, laserBoss, tetherBoss, //these need a particular level to work so they are not included in the random pool
spawn[options[Math.floor(Math.random() * options.length)]](x, y)
},
@@ -706,7 +707,6 @@ const spawn = {
me.memory = 60;
me.seeAtDistance2 = 1400000 //1200 vision range
Matter.Body.setDensity(me, 0.0005) // normal density is 0.001 // this reduces life by half and decreases knockback
me.do = function() {
this.seePlayerByLookingAt();
this.attraction();
@@ -812,7 +812,6 @@ const spawn = {
me.frictionAir = 0.012
me.seePlayerFreq = Math.floor(11 + 7 * Math.random())
me.seeAtDistance2 = 200000 //1400000;
me.cellMassMax = 70
me.stroke = "transparent"
me.collisionFilter.mask = cat.player | cat.bullet //| cat.body //| cat.map //"rgba(255,60,0,0.3)"
// Matter.Body.setDensity(me, 0.0014) // normal density is 0.001
@@ -828,11 +827,6 @@ const spawn = {
this.checkStatus();
this.attraction();
// if (this.seePlayer.recall && this.mass < this.cellMassMax) { //grow cell radius
// const scale = 1 + 0.0002 * this.cellMassMax / this.mass;
// Matter.Body.scale(this, scale, scale);
// this.radius = Math.sqrt(this.mass * k / Math.PI)
// }
if (!(simulation.cycle % this.seePlayerFreq)) { //move away from other mobs
const repelRange = 40
const attractRange = 240
@@ -887,6 +881,88 @@ const spawn = {
}
},
buffBossCulture(x, y, radius = 17, nodes = 12 + Math.min(10, simulation.difficulty * 0.27)) {
const buffID = Math.random()
const sideLength = 200 + 50 * Math.sqrt(nodes) // distance between each node mob
const targets = []
for (let i = 0; i < nodes; ++i) {
const angle = 2 * Math.PI * Math.random()
spawn.buffBoss(x + sideLength * Math.cos(angle) * Math.random(), y + sideLength * Math.sin(angle) * Math.random(), radius, buffID);
// spawn.buffBoss(x + sideLength * nodes * (Math.random() - 0.5), y + sideLength * nodes * (Math.random() - 0.5), radius, buffID);
targets.push(mob[mob.length - 1].id) //track who is in the group, for shields
}
const attachmentStiffness = 0.0001
spawn.constrain2AdjacentMobs(nodes, attachmentStiffness, false); //loop mobs together
// if (simulation.difficulty > 15) this.groupShield(targets, x, y, sideLength + radius * 2);
},
buffBoss(x, y, radius, buffID) {
mobs.spawn(x + Math.random(), y + Math.random(), 6, radius, "hsl(144, 15%, 50%)") //);
let me = mob[mob.length - 1];
me.isBoss = true;
me.damageReduction = 0.25;
me.isBuffBoss = true;
me.buffID = buffID
me.memory = Infinity;
// me.showHealthBar = false;
me.isVerticesChange = true
me.frictionAir = 0.012
me.seePlayerFreq = Math.floor(11 + 7 * Math.random())
me.seeAtDistance2 = 200000 //1400000;
me.stroke = "transparent"
me.collisionFilter.mask = cat.player | cat.bullet //| cat.body //| cat.map //"rgba(255,60,0,0.3)"
me.buffCount = 0
me.accelMag = 0.0001 //* simulation.accelScale;
me.setBuffed = function() {
this.buffCount++
this.accelMag += 0.00005 //* Math.sqrt(simulation.accelScale)
// Matter.Body.setDensity(this, 0.001 + 0.0003 * this.buffCount) // normal density is 0.001 //+ 0.0005 * Math.sqrt(simulation.difficulty)
this.fill = `hsl(144, ${5+10*this.buffCount}%, 50%)`
const scale = 1.14;
Matter.Body.scale(this, scale, scale);
this.radius *= scale;
// this.health += 0.03
// if (this.health > 1) this.health = 1
}
me.onDeath = function() {
this.isBuffBoss = false;
let count = 0 //count other cells by id
for (let i = 0, len = mob.length; i < len; i++) {
if (mob[i].isBuffBoss && mob[i].buffID === this.buffID) {
count++
mob[i].setBuffed()
}
}
if (count < 1) { //only drop a power up if this is the last cell
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
} else {
this.leaveBody = false;
// this.isDropPowerUp = false; //these guys can still drop power ups since they are hard to kill
}
}
me.do = function() {
this.alwaysSeePlayer();
this.checkStatus();
this.attraction();
// if (!(simulation.cycle % this.seePlayerFreq)) { //move away from other mobs
// const repelRange = 100 + 4 * this.radius
// const attractRange = 240
// for (let i = 0, len = mob.length; i < len; i++) {
// if (mob[i].isBuffBoss && mob[i].id !== this.id) {
// const sub = Vector.sub(this.position, mob[i].position)
// const dist = Vector.magnitude(sub)
// if (dist < repelRange) {
// this.force = Vector.mult(Vector.normalise(sub), this.mass * 0.002)
// } else if (dist > attractRange) {
// this.force = Vector.mult(Vector.normalise(sub), -this.mass * 0.002)
// }
// }
// }
// }
}
},
powerUpBoss(x, y, vertices = 9, radius = 130) {
mobs.spawn(x, y, vertices, radius, "transparent");
let me = mob[mob.length - 1];
@@ -1585,7 +1661,7 @@ const spawn = {
},
historyBoss(x, y, radius = 30) {
if (tech.dynamoBotCount > 0) {
spawn.randomLevelBoss(x, y, ["cellBossCulture", "bomberBoss", "powerUpBoss", "orbitalBoss", "spawnerBossCulture"])
spawn.randomLevelBoss(x, y, spawn.nonCollideBossList)
return
}
mobs.spawn(x, y, 0, radius, "transparent");
@@ -2929,7 +3005,7 @@ const spawn = {
};
Matter.Body.setDensity(me, 0.00005); //normal is 0.001
me.timeLeft = 240;
me.g = 0.001; //required if using 'gravity'
me.g = 0.0005; //required if using 'gravity'
me.frictionAir = 0;
me.restitution = 0;
me.leaveBody = false;
@@ -2939,6 +3015,7 @@ const spawn = {
me.collisionFilter.category = cat.mobBullet;
me.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet;
me.do = function() {
this.gravity();
this.timeLimit();
if (Matter.Query.collides(this, map).length > 0 || Matter.Query.collides(this, body).length > 0 && this.speed < 3) {
this.isDropPowerUp = false;